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Detach rigid skin
After you have bound skin, you might decide that you want to modify the skeleton, change the bind pose, or do some further modeling on the skin. To do these things you must first detach the skin from the skeleton, and then when you’re done you must bind skin again.
Detaching skin does not preserve the rigid skin point sets and the rigid skin point weights. If you want to preserve the rigid skin point sets, see Detach and reattach to skeletons and Detach and reattach to selected joints.
To set detach skin options
- If you want to detach now, select the skin object(s) you want to detach.
- Select Skin > Detach Skin >
.
The Detach Skin Options window appears.
- Do the following:
- Click Detach to detach skin.
- Click Save to save detach options without detaching skin.
- Click Reset to reset to default detach skin options.
To detach skin
- Select skeleton(s).
- Select Skin > Detach Skin to detach skin with previously set detach skin options.
Unless the History detach skin option was set to Bake History, the skin objects move to their undeformed, bind pose positions. Their transform (Translate, Rotate, and Scale) attributes are unlocked. Unless the History detach skin option was set to Keep History, Maya deletes input rigid skinning (jointCluster) nodes of the objects.