PDA

View Full Version : How to rig oval 'cartoon' eyes


Rick Davidson
02-10-2005, 01:19 AM
Hi all

Wonder if anyone could shed some light on rigging and texturing/animating oval cartoon eyes. The problem I'm having is with moving the iris across the surface of the eyeball without it distorting.

The two methods I've considered are

1) animating the texture placement node (maya) of the iris across the eyeball - but that means I can't use a modelled iris/pupil and cornea
2) Deforming a round eyeball with a lattice - but this produces nasty deforming of the iris...

Any suggestions? Have attached a great shot of eyes from 'Gopher Broke' (not mine, thanks Blur) and my character's eye (I'd like to use a more realistic eyeball as shown). Any tips greatly appreciated.

http://www.rickdavidson.com/images/eyes.jpg

Lomax
02-11-2005, 05:56 PM
I've been wondering about this as well.
I tried using Normal and Geometry constraints to attach a seperate pupil model to the eye, but when I stretch the eye the pupil seems to slide down, instead of sticking to a specific point.

I've seen some scripts on Highend3D that are supposed to constrain an object to a cv, I'll have to find time to play around with those...

pollywoggles
02-22-2005, 09:15 AM
there was a recent thread about it, that might be helpful here... http://cgtalk.com/showthread.php?t=187398

AsaMovshovitz
03-03-2005, 10:01 AM
probably not the best way but it is very simple way in max:

1. create an eye like any normal sphere eye setup with a lookat constraint

2. create a Space warp FFDBox 2x2x2 (Space Warps->Geometric/Deformable) make it the some size as your eye and align it to your eye.

3.Bind the sphere to the FFDBox with the "Bind to space warp" tool

4. Move the control points on the FFDBox to create your oval eyes.



fast and simple

CGTalk Moderation
03-03-2005, 10:01 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.