View Full Version : How do I make the inner edges of an eye lid contour the surface of an eye?
erwin1978 06-28-2002, 02:26 PM How do I make the inner edges of an eye lid contour the surface of an eye?
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underdog
06-28-2002, 04:12 PM
Grab a vertice, move it to where needed. Repeat as necessary.
erwin1978
06-29-2002, 02:33 PM
That's trial-and-error. I want something that's more precise.
graphiouz
06-29-2002, 02:54 PM
are you sure you wanna use booleens? :rolleyes:
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erwin1978
06-29-2002, 05:03 PM
Isn't there a utility where I can snap surfaces/edges/vertices of eye lid to another surface, in my example, the surface of an eye?
underdog
06-29-2002, 06:36 PM
Originally posted by erwin1978
That's trial-and-error. I want something that's more precise.
How is that trial and error? You move the vertices of the eyelid to contour the surface of the eyeball. You place each vertice where you need it to be, it doesn't get anymore precise.
If you don't like moving vertices individually, might i suggest to rethink CG modeling?
graphiouz
06-29-2002, 11:06 PM
ehh, it would be nice if you could post a pic,.
you could create a curve and snap your vertex to that, keep the same number and line it up to eachother..
you can use the WireTool(its a deformer) find it >Animate>Deform> wiretool..
Or, hehe, move the CV´s by your self as the boys sugested.
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Jhonus
06-30-2002, 12:18 AM
Thats quite a good idea graphiouz. If your eye model is made of NURBs then you could just duplicate surface curve then snap the eyelid vertices to that curve??
There's a script called fit morph on highend3d, a friend of mine wrote it. Good stuff, it will do what you want.
underdog
06-30-2002, 07:13 AM
Originally posted by Krugar
Thats quite a good idea graphiouz. If your eye model is made of NURBs then you could just duplicate surface curve then snap the eyelid vertices to that curve??
That could work. The only problem I see is the curve would need to be the shape the eyelids form. So you would have to model the eye with this curve(not sure how) or make the eyelid shape, then project curve on surface, then snap vertices to curve.
Seems like alot of work when you only had to move a handful a vertices to begin with.
ambient-whisper
06-30-2002, 07:32 AM
not sure about maya since i havent used it in a while but in mirai i would use a spherize function on the eyelids, pick the eyeball as the origin, and a point on the eye to suggest the radius.
once those verts eyelids are snapped i just scale them up a little and do some tweaking.
Jhonus
06-30-2002, 08:19 AM
Originally posted by underdog
That could work. The only problem I see is the curve would need to be the shape the eyelids form. So you would have to model the eye with this curve(not sure how) or make the eyelid shape, then project curve on surface, then snap vertices to curve.
Whats wrong with making the eyeballs first then duplicating a surface curve which you use to snap the eyelid points to?
(I'm repeating myself ;))
The way you suggest seems like a very diluted workflow.
underdog
06-30-2002, 08:38 AM
Nothing wrong with it. Just what I was saying was you'd need a curve in the shape of the example pic. Modeling a sphereical eyeball with nurbs it would be difficult to have that curve shape no? I was saying it would be easier to make that shape with a curve, then project it on the surface. That way you'll have a curve with the right contour and shape to snap to.
Jhonus
06-30-2002, 08:58 AM
okay, i didn't consider the corner of the eye. I'd just do that bit manually ;)
el diablo
06-30-2002, 09:05 AM
assuming that your eye is spherical, rotate weighted vertices of a cluster at the center pivot of the eye. if you are looking for secondary movement of the cornea rolling under the lid you need to use a combination of clusters, blendShapes, or other deformations connected to eye rotation through set driven keys....el diablo
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