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Skin > Create Editable Joints

Create a helper skeleton that can be used to adjust the position of skinned joints.

Introduction

Create Editable Joints creates a proxy skeleton that can be used to edit bound joints.

The edit skeleton can be moved and rotated, like editing a skeleton in Move Skinned Joints mode. However, the bind skeleton can be freely posed while doing this, to quickly see the results of adjusting joints.

When finished editing, just delete the editable joints.

Usage

Before starting, ensure that all joints have zeroed rotations. The bind rotations should be frozen to joint orient.

Select one or more joints, and Skin > Create Editable Joints from the Rigging menu set.

Notes

If a joint's translation is constrainted, the edit joint's translation will be locked.

It's useful to enable Preserve Children on manipulators to move a joint but leave its child joints in place.