Using aniMan - create This is a little tutorial that explains the use of aniMan - create(beta1). This is just the first version of this script, so it's possible that the workflow will change over time. Before you can go on, you first have to download the aniMan scripts and the following sample scene. https://www.manus3d.be/forum_maNus/aniMan_createTest.ace https://www.manus3d.be/forum_maNus/an...ate(beta1).ace Put the scripts in the script folder, start Maya and load the aniMan_createTest.mb sample scene. Skeleton Activate the aniMan - create window by typing maNus_aniMan_skeleton; in the Command Line. Type mol in the name Field. This will define the name of the skeleton as "mol_skelet". Select molGrp in the outliner and hit get it. This loads the selected object in the object field. The molGrp transform node now will be used to determine the size of the skeleton so it fits the selected character. Adjust the number of vertebras to 7 and hit create skeleton. Now the mol skeleton gets build. You can adjust the position of the joints by using the locators. The big sphere icons move the entire arm, leg, back or head joint chains.. When you finished positioning all the joints you can add fingers and toes to the skeleton. Select the root joint. The selection handle from the root joint is displayed so you can easily select it. Change the number of fingers to 4 and push add fingers. Now the fingers are added to the skeleton Put the finger joints to their corresponding position in the model. Select the root skeleton joint, deactivate the create big_toe checkbox and push add toes. Now the toe is added to the skeleton. Position the toe using the locators. Remove all the locators by selecting root joint and hitting the cleanup button. Now you have finished building the skeleton. Skinning Go to the Skinning tab. Select the molGrp in the outliner and push get it. This loads all the separate mesh objects from the selected character. By default the script uses smooth binding. This is also the reason why the ribs option under skeleton is activated by default. It makes the painting of the influences much easier. Select the root joint and hit Skin. The three objects are skinned to the skeleton. You can now paint the influences of the 3 different objects. Setup After painting the influences for the 3 meshes you can setup the skeleton by going to the setup tab, selecting the root of the skeleton and hitting the setup button. Now your character is ready for animation. If you have some comments or ideas please send my a message at manus3d@pandora.be. Thanks.