Advanced Skeleton for Maya is considered highly worthwhile for fast, high-quality rigging, allowing you to create functional, animation-ready characters in shorter amount time. It is particularly valuable for complex facial setups, biped/quadruped, and game engine exports.
Key Benefits
- Industry Standard Toolset: It has over 15 years of maturity and is used by top professionals and studios worldwide.
- Robust Facial Rigging: Many users consider it to have one of the best and most robust facial auto-riggers available, which is critical for expressive characters.
- Native Maya Nodes: Rigs created with it use native Maya nodes, meaning you don't need custom plugins to open or animate the rigs on other machines, making it more future-proof and easier for outsourcing.
- Versatility: Beyond standard humans, it includes templates for quadrupeds, birds, fish, vehicles, and even props.
Limitations to Consider
- Performance: Rigs can become "heavy" or slow in scenes with multiple characters.
- Customization Difficulty: While simple to start, deeply customizing the rig logic can be complex if the standard templates don't fit a niche requirement.
- Rigging Knowledge Required: Although it automates the "grunt work," it is not a "magic button." Experts recommend still learning manual rigging fundamentals to troubleshoot when the auto-rigger produces unexpected results.
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Workflow
Before you get started
- Freeze transformation
- Delete history
- symmetrize
- Save the file with a new name every time you apply changes. (e.g.“cleaned”, “ver1”, JointReady1, etc)
Advanced Skeleton - Biped
- Preparation
- Model
- Model Clean: Highlight all meshes of the character
- Notice that the pivot point is located at the midpoint of the feet, rather than at the center of the model.
- Model check
- Symmetrize
- Select the faces or vertices on one side of the character to mirror onto the other side.
- Edit Mesh > Symmetrize, and them click a central edge to mirror details to the opposite side.
- It works best on topologically symmetrical meshes by copying specific, selected changes rather than mirroring the entire object, making it ideal for fixing broken symmetry.
- Save as "reference"
- New scene: this will get rid of the current scene.
- Reference: this asks you where the “reference” (the file you’re referencing) is located.
- Skin: excluding eyes
- All
- Right eye
- Left eye
- Body
- Fit
- Biped: good for any basic humanoid
- BipedBendy: for more cartoony characters
- For an eye, select the second circle from the last joint > and select the eye ball >
Modify > Match Transformations > Match Translation.
- Select the first circle > Snap to Points > then match it to the iris.
- Edit
- IK label
- Attribute
- Display
- Pole-vector: shows the dicrection that the elbows and knees are going to go.
- Auto-orient
- Update now: Hit this every time you make changes
- Build
- Build AdvancedSkeleton / ReBuild AdvancedSkeleton: Hit this every time you make changes
- Toggle Fit/Adv (flip back): Click this to remove half of the joints before fixing joints.
- Deform (option 1):
- Select all geometry
- Click Select DeformJoints
- Click Set Smooth Bind Option (Apply)
- Bind method: Closest in hierarchy
- Max influences: 3
- Deform (option 2)>
- Cage > Create: This creates a low-resolution proxy mesh for better, faster weight painting.
- Display: SkinCurves 1, 2
- Mirror: Left>Right, Right>Left
- Copy Weights: before clicking this, select all geo first
- Adjust
- DeformationWidth
- Create groin locators (Locators)
- Adjust groin area
- Create groin joint
- Sliders: Control an individual joints, usually around elbows and knees.
- Select SkinCurves > Slides > Create
- Now you can adjust Slide in Channel Box as well
- Once done, select all geo then 'Copy weights'
- You may go ahead and delete (or hide) Cage and SkinCurves.
- Deform (deltamush)
- Harden weights
- Apply Delta Mush
- Geometry (Skeleton)
- Control curves
- FKIKBlend: Select + sign > Channel Box (0-10)
- Optimize
- Before going through, Save the file with new name
- Delete unused nodes, ..........
- Publish
- Model Geo with blue dot means the model is not actually in this file but it’s a link.
- This process will permanently connect it (reference) to the skeleton for a published ready to go.
- Set DisplyLayers to 'R'
- Set joints to hidden
- Publish > Go to build Pose: to go back to the original pose (T shape)
- Save as a new name (e.g. ver. 11 published, etc)
- Tools
- walkDesigner
- AnimationTester
Advanced Skeleton - Quadruped
- Quardruped (cat, horse..)
- Download a (cat) skeleton image Arnold > Open Arnold render view File > Open image
- Advanced skeleton> Body > Edit> Display > geometry- Bones > Auto orient > FitMode
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