Use multiple
skin clusters to layer deformations, for example, creating a layer for squash and stretch, a layer for kinematic motions, and another for fine details.
When you add more than one
skin cluster to geometry, the following settings appear to help you manage the clusters. This topic covers the
Skin menu Hammer Skin Weights, Prune Small Weights, Go to Bind Pose, Reset Default Weights, Normalize Weights, Import Weights Maps, and Edit Influences options.
The
Copy Skin Weights and
Mirror Skin Weights tools have slightly different Skin Cluster settings, and include a
Source and a
Target cluster list. They are explained in the section that follows. The Paint Skin Weights tool multiple skin cluster section is contained within the
Paint Skin Weights tool window.
Tip: Check out an introduction to working with multiple skin clusters on the YouTube
Maya Learning Channel.
Note: The
Component Editor supports
multiple skin clusters, however the
Total column only shows the amount of all weight on a vertex. For example, if there are two skin clusters,
2.0 is displayed in the
Total column.
- Skin Cluster
-
-
The
Skin Cluster list contains all the skin clusters associated with the currently selected geometry
- The
Skin Cluster area lets you select individual
skin clusters on geometry that have more than one or more
skin cluster applied.
-
- Skin Cluster list
- Skin clusters on the selected geometry appear here.
Note: If no
skin cluster are found this list remains empty. Select geometry to update the list.
- The most recently added
skin cluster appears at the top of the list.
Copy Skin weights and Mirror Skin weights
Skin Cluster areas
The
Copy Skin Weights and
Mirror Skin Weights tools have slightly different Skin Cluster settings, with a
Source and a
Target cluster list to let you choose which clusters you want to copy or mirror. See
Copy Smooth skin weights and
Mirror Smooth skin weights.
- Skin Cluster list
-
-
The
Skin Cluster list contains a
Source and
Target column.
The
Skin Cluster area lets you control individual
skin clusters on geometry that has more than one
skin cluster applied.
- Click geometry to update the list of
skin clusters for the selected geometry, below.
- Skin Cluster list
- Skin clusters on the selected geometry appear here.
Note: If no
skin cluster is selected this list remains empty. Select the geometry to update the list.
- The most recently added
skin cluster appears at the top of the list.
-
- Source
- Select the
skin cluster to be copied/mirrored.
- Target
- The
skin cluster to which the copied/mirrored attributes apply.
Removing skin clusters from geometry
You can unbind one or more
skin cluster from geometry.
Delete clusters from geometry with multiple
skin clusters
- Select the geometry.
- Open
>
. The
Unbind Skin options appear.
- Uncheck the
Skin Clusters: Unbind All
option. A list of the skin clusters associated with the selected geometry appears in the field below.
- Select one or
Shift-select more than one
skin clusters from the list and click
Apply.
The
skin clusters are removed.