This tutorial introduces the basic workflow for using Skin Tools in Maya. It outlines the fundamental steps for initializing skin layers, painting weights, refining deformation, and working with layers and mirroring.
Before using Skin Tools, the mesh must have a skinCluster and the skin layers must be initialized.
You can launch Skin Tools using
Skin > Skin Tools.
After initialization, choosing
Skin > Paint Skin Weights
opens the Skin Tools interface instead of the classic Maya Paint Skin Weights Tool.
Step 1: Initialize skin layers
If the mesh has multiple skinClusters, use the
Skin menu in the
Skin Tools menu bar to select the active skinCluster. The active skinCluster is marked with a checkmark.
- Select a mesh that already has a skinCluster. If necessary, bind the mesh using
Skin > Bind Skin.
- Choose one of the following:
- Open
Skin > Skin Tools and click
Initialize Skin Layers, or
- Choose
Skin > Initialize Skin Layers.
- Select the mesh and the joints to bind.
- Choose
Skin > Bind Skin and open the options.
- Enable
Initialize Skin Layers (disabled by default).
- Click
Bind Skin.
Note: Resetting to default weights after initialization removes all existing layers and recreates a new base layer with default weights. Use
Skin > Reset Default Weights. This operation deletes existing layers.
Step 2: Create and paint the base layer
After initializing skin layers:
- Choose
Skin > Paint Skin Weights. If the skinCluster is initialized, the Skin Tools interface opens automatically.
- (Optional) To return to classic weight painting, delete the skin layers using
Skin > Delete Skin Layers
- In Skin Tools, create a new layer (for example, Torso_Base). You can:
- Right-click in the Layers section and choose
Create Layer, or
- Use
Layers > Create Layer in the Skin Tools interface.
- Under the new layer, select the joints you want to use as influences.
- Right-click the selected influence and choose
Assign from Closest Joint, or open the Tools menu and choose
Assign from Closest Joint, to create the initial skin weights for this layer.
Step 3: Refine weight painting
- In the Skin Tools interface, click
Paint
- Paint weights using the available brushes.
- Use the
Replace and
Smooth brushes to refine weights. Holding
Shift activates smoothing while painting.
Under the
Set Weights tab, use
Smooth mode to smooth weights. Smoothing can be applied to selected vertices only.
Under the
Effect tab, enable
Prune Small Weights before writing to skin cluster to prevent unexpected small weight values. You can also use Maya's
Skin > Prune Small Weights command.
To quickly switch influences while painting, select the influence joints you want to paint weights on.
Step 4: Paint and mask on secondary layers
- Create a new layer (for example, L_Arm).
- Paint initial weights for the layer.
To control where the layer affects the mesh:
- In the Influences section, select
Mask (typically listed first).
- Paint the mask using the same painting methods and tools used for skin weights.
The mask functions as an alpha that controls the weight of the layer and where it affects the mesh.
Step 5: Mirror weights
To enable symmetrical painting:
- In the
Paint tab, turn on
Interactive Mirror
This allows mirrored painting while editing one side of the mesh.
To mirror the entire character:
- Switch to the
Mirror tab.
- Choose the appropriate mirror axis.
- Click
Mirror to transfer weights across the mesh.
This tutorial outlines the foundational Skin Tools workflow: initialize skin layers, create and paint base weights, refine deformation, add masked layers, and mirror results.