Binding the head
For some body types where the head isn't attached to the body in the body model (Mostly zombie models) you can attach it to make it easier to work with.
First step: Bind the head mesh
- Import the head mesh into Maya and apply the bind file.
- Save the scene as
helmet_bound.ma (or mb).
Next step: Loading the scene
File->Open
the body (This is done to remove namespaces)- Drag on the
helmet_bound
file you saved earlier. - Run the following mel script (save as binder.mel):
// Stage 1: Bind helmet
parent helmet_bound:j_spine4 j_spineupper;
// Stage 1.1: Get pos
float $findMEX = `getAttr("j_spine4.tx")`;
float $findMEY = `getAttr("j_spine4.ty")`;
float $findMEZ = `getAttr("j_spine4.tz")`;
float $findRX = `getAttr("j_spine4.jointOrientX")`;
float $findRY = `getAttr("j_spine4.jointOrientY")`;
float $findRZ = `getAttr("j_spine4.jointOrientZ")`;
// Stage 2: Setup transforms
select -r helmet_bound:j_spine4;
setAttr "helmet_bound:j_spine4.translateX" $findMEX;
setAttr "helmet_bound:j_spine4.translateY" $findMEY;
setAttr "helmet_bound:j_spine4.translateZ" $findMEZ;
setAttr "helmet_bound:j_spine4.jointOrientX" $findRX;
setAttr "helmet_bound:j_spine4.jointOrientY" $findRY;
setAttr "helmet_bound:j_spine4.jointOrientZ" $findRZ;
// Stage 3: Cleanup
delete j_neck;
// Stage 4: Done
print "Done On to Manual Step!";
WARNING: If you are using a model set with no arms on the body, you may have to manually rename
helmet_bound:j_spine4
back to justj_spine4
Final step: Binding the finished body properly
- Find the
j_spine4
from the body mesh. - Expand it and select all it's children.
- Middle mouse drag the children onto the
helmet_bound:j_spine4
- Delete the
j_spine4
from the body. - Drag on the body's bind file.
- Save the scene, the head is now properly attached to the body.