Individual skill

scenario-maya-deformation

Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or running a range-of-motion deformation test.

skills/dcc/maya/scenario-maya-deformation/SKILL.md

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Network or broad shell
Last checked
Nov 9, 2026

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Repository last updated
Nov 9, 2026
License
MIT

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# Maya deformation (character TD)

Expert deformation is decided before the first weight: joint pivots and edge loops set what skinning
can do. Weights are then built region by region, judged in motion at extremes with numbers and
renders, and every fault is fixed where it originates. Stance: block rigid, diagnose, smooth and
shape, correct what weights cannot, and keep everything regenerable as data. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.

**REQUIRED BACKGROUND:** scenario-maya-expert (execution channel, review loop, 2027 version traps).

Module [`scripts/mx_skin.py`](scripts/mx_skin.py): weights IO, region blocking, masks, mirror,
transfer, ROM generator, deformation metrics, correctives, Skin Tools wrappers. **Status
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