![]() ![]() Several people asked me to explain how I achieved my different results, so I’ve gone ahead and made some videos trying to explain the falloff system a bit and show how I’ve used it. 05:38 - Using the falloff system to transfer skinCluster weights and remap influences, combining the weighting for twist joints to the arm joint.04:21 - Using the falloff system to transfer hand painted skinCluster weights from one geometry to another with different topology.Also showing how this works with different topology and export to Unreal. 03:01 - Using the same falloff system as for the proximity wrap, but instead setting the weights for a skinCluster.02:00 - Using the falloff system to determine the bind for a Proximity Wrap using joints as driver objects.01:14 - Using the falloff system to get verts to apply to a vertex extrude and face extrude node.00:50 - Using the same primitive falloff to drive the weights of a cluster deforming two spheres with different resolutions.00:00 - Getting per-vertex data from a plane and driving the scaleY of cubes.It’s a bit long as some of the clips are about a minute showing the whole process, but in general what’s being demonstrated is this: I’ve collected some of those videos below in better quality. ![]() Playing with this I made a couple of videos that I posted on Twitter to show what we could now do with this new system. Or rather one part of it, the falloff/weightFunction system. It’s been a week since Autodesk released Maya 2022 and with it one of the biggest update to the Maya rigging tools in quite some time! There’s also some other great additions, but I’ve only focused on the rigging updates now. ![]()
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