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View Full Version : CritterEye maybe a different approach to animated eyes...


Grey
06-29-2002, 09:50 PM
This guy from the WIP board, Rimbault, made a creature and had a different approach to modelling eyes... so I did this little (very simple) experiment on making a singlmesh object-eye nad eyesocket as one with a variable influence bone...

Thought you guys might be interested...

kiwi
06-30-2002, 12:17 AM
Cheers :thumbsup:


Personally I get really confused all the time with all the tags and what influences what in the normal and texturing of an eye.



Stu.

LucentDreams
06-30-2002, 12:40 AM
Imagine a character with fourty or so tage on it for a single mesh, thats hwen it gets really confusing.

Grey
06-30-2002, 02:16 AM
I hear you guys, honest...

But I thought it might help someone starting out... like me... :D

LucentDreams
06-30-2002, 02:22 AM
ohits a cool idea and your sample is quite simple, my only issue with it is the texturing issue, as the way the wye is modled has already limited what a texture artist can do with it. othewise i see it being a handy way of doing JAR JAR type eyes and such

Grey
06-30-2002, 03:33 AM
that's not necessarily true Kaiskai,

Do you have BodyPaint? one of the cool things about it is how it's able to break up the mesh and flatten it so there are no overlapping UV verts. Makes painting a breeze so long as you're using a 3D Paing program.

The issue of the eye wasn't so much an "Eyestalk" as the membrane around the eye itself, how a bone will get that to move and deform so you can have a more organic looking eye...

kiwi
06-30-2002, 04:34 AM
Kai my Dragon had 30 of the suckers :D



What I meant was when I do an "eye" modelling turorial where you have a tag for the diaphragm,one for the iris,eye color etc......I can never get them to work properly is what I meant :)



Thats a neat rotating eye Grey,it has given me a few ideas...thanks:thumbsup:



Stu.

Grey
06-30-2002, 04:57 AM
that was the whole point of sharing it Kiwi :D

You just made my evening :thumbsup:

LucentDreams
06-30-2002, 05:49 AM
Oh I have BP, starting to get it down good now. No what i was refering to are the limits in doing an eye like that at all, I always model the white, the iris, and the lens all as seperate objects

Grey
06-30-2002, 05:58 AM
OIC :D

The structure of how the eye was mapped and made could be built exactly as you outlined still, I think.

However, suppose you built a standard spherical eye, lens, iris and all UVMapped beautifully then went to bone it.

I don't think it even has to be a singlemesh to get this effect, now that I think of it, but for a membrane to be around it to move with the eye as it moves.

I think a Chamelion has such a type of eye, but also if you had a wet membrane around it which needed to sort of slide with it....

I'm just now looking at the Wizards fo the Coast website looking for images of something I'd like to tackle which would be challenging and unique... (and finishable....) which I could use this on...

LucentDreams
06-30-2002, 06:02 AM
you have some good points, I will have to experiment with this sometime, as for now no time no time aaaaaaaargh

Grey
06-30-2002, 06:05 AM
Kai, also you gotta take what I saw with a huge grain of salt too...

I'm still a bloody novice at SubDivs... (feels horrible to admit that after spending so long doing NURBS)...

This forum here reminds me of another forum, long ago, far away... where everyone was helpful and kind.

You guys have been awesome to me.

kiwi
06-30-2002, 10:49 AM
Your welcome Grey,just enjoy the ride bud :thumbsup:



So do you model an eye differently to say Bunks Messie tute Kai?




The more I learn about modelling,the more I find I dont know about modelling:hmm:



Right I am off to tweak Willys lighting.....ooooh that sounds rude doesnt it :scream:



Oh ya Grey I am gonna get the "add the sea and the spray shader"...its 70 euros,and the Next limit wave plug has more goodies,but its 590 or something..........aaaaaack



Stu.

Grey
06-30-2002, 05:12 PM
I'm coming into this from a spline curve to surface modeller.

Thinking about the structure of polygons, where they had to be, never was part of the equation.

Can't wait to see your results with Nextlimit :D

LucentDreams
06-30-2002, 05:43 PM
its hard to say as he skips the modeling of the eyeball itslef. heas has an accurate shape which always helps, but it depends on what is inside the eye. I've seen many various ways that all work, but there are three variations that seem to be the mose effective as they keep the Iris andlens as seperate objects, which makes animating the Iris easier, and the way the light lands on the lens and how itr hits the iris and pupil.

Grey
06-30-2002, 06:00 PM
Kai, do you think it would help If I put up an example with a fully modelled eye?

I will if you think so.

sad
06-30-2002, 07:02 PM
that's a(is a 'an' required here?) interesting way of animating an eye. i don't think i'll ever do character animation ('till next week LOL) for bones and so on are too tricky in my eyes.

Grey
06-30-2002, 07:06 PM
I dunno Sad,

It seems to me the main thing is where to stop the influences... and that requires experimentation and/or learned knowledge.

Little experiments like this tend to help me.

LucentDreams
06-30-2002, 07:52 PM
For myself The example provided is good enough but not sure for other people that may download it. Here is an example of my human eye that I always use, it is my variation of Nick Woolridge's eye model and textures, but I made some changes and such just to make it more versatile and such.

Kaiskeye (http://www.cgi.third-era.com/~kaiskai/kaiskeye.zip)

and to Sad, (yes there was an "an" required there, simply say it out loud if the word after it starts with a vowel SOUND then it needs "AN" in front) it all takes time and patience, I hope things like tags and such will be easier to manage in the future but even now its all about organisation and a little patience

Grey
06-30-2002, 08:03 PM
oh god that scared me Kai! It keeps LOOKING AT ME!!! :bounce:

LucentDreams
06-30-2002, 08:06 PM
put them in a head model and then you'l get really creeped out.:thumbsup:

Grey
06-30-2002, 08:08 PM
never used NURBS in Cinema yet...

Now I'm convinced that for Eyes, at least, it's the only way to go... :D

Does Cinema Pre-Tesselate NURBS on Construction? This thing rendered VERY fast!

LucentDreams
06-30-2002, 08:21 PM
it rendered fat with the radiosity??? wow, I find it is slower than it should be. As for the nurbs thing I assume it doe but not sure, Nurbs have always been super fast which is why I never complained about them, although I am not a nurbs rhino kind of guy.

Grey
06-30-2002, 08:32 PM
C4DXL6.3 is on my machine, remember? No radiosity... :D

Here's the deal, there are two ways of rendering NURBS, one is with Tesselation (converting the nurbs surfaces to mesh for the render engine) and non-tesselation, where it bounces rays directly off the surface of the Nurbs Patches. Both are slow as molasses, but for a NURBS surface, it tends to be worth it because of the very clean surfaces.

Rhino, for instance, uses the Tesselation method, where once rendered the mesh data is stored unless you discard it manually (it significantly increases the size of the file, sometimes by a factor of 10 or more).

So I'm wondering if C4D doesn't auto tesselate to keep render times low... it would make sense if it did... (these Germans are so Tech Savvy... :D)

kiwi
06-30-2002, 11:56 PM
Kai there is PDF on just modelling the eye in Messie tute.



Grey nope no Nextlimit for me...I will be getting "add the sea". Our dollar is about 49.5 US,so Nextlimit would cost me around 1200 doleros :hmm:



I have a really neat eye map I made for an animal I wil try on this example Kai :thumbsup:



Stu.

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