Detaching a skeleton from its skin objects unlocks the transform attributes of the objects so that you can reposition them. Unlike detaching skin, detaching skeletons preserves the rigid skin point sets and the rigid skin point weights. Detaching and reattaching a skeleton is especially useful if you want to move, rotate, or scale the skin objects directly while not changing which joints influence which rigid skin points.
To detach skeleton
- Select the skeleton’s root joint, or any joint on the skeleton.
- In the command line, enter RigidBindSkin.
To reattach skeleton
- Select the skeleton’s root joint, or any joint on the skeleton.
- In the command line, enter ReattachSkeleton.
Note: Rigid Bind menu options have been removed from Maya to streamline other workflows. Rigid Bind functionality is still present using the scripting commands provided in the
Rigid skinning topic. You can also obtain a Rigid bind using smooth skin with 1 influence per vertex.