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Arcon
06-16-2005, 11:03 AM
mmmk. as a finishing touch on my rig i'm trying to think of the best way to rig an eye controller so the eyes follow a target, but i don't want it to behave like an aim contrainst (eg. with the eyes converging/diverging, which looks lame).

currently the eyes are bound to eye joints at their centres (can change that if required). any tips greatly appreciated.

Me109
06-16-2005, 11:40 AM
create a locator for each eye.. and use the aim constaint..

make a third locator and group the other two under it as childs..
Animate the parent Locator.. hide the other two if required..

This will work just fine..

XenaTrek
06-16-2005, 12:03 PM
What "Me109" said. Set Locator(s) and Aim Target Constraint.

XenaTrek.

king21
06-16-2005, 07:44 PM
Hello!

Also yopu can make gui, and use setdriven keys.

For example.

U make two nurbs square side by side (each for every eye), then make two locators ()one eye each).

Than what i do is i crate loft from two curves of each square, and geometry contrain locators each to own loft, that makes locator movable only in area where square is (for this there are several methods to achive, one is with limiting translation).

Ok the just set driven key on eyeballs rotation so that it moves along the movement of locator in your little gui.

I hope i make it clear and sorr for my english.

Morganism
06-16-2005, 08:17 PM
I think the aim constraint is a good way to go, but if you really don't like it you can use IK handles.

But here's what I do:
an aim constraint from each eye to individual locators, straight out if front so that you don't get any initial rotations on the eyes. I've got a locator parented to the head to use as the aim constraint's up vector. (That way your eyes won't get any weird twist rotations)
Anyway, parent the two targets to another locator in the center. Then, that locator should be oriented to the head, to keep the eyes' aim vectors parallel. Then I parent that under the control, and setup an attribute for convergence, which will translate the target locators in. That way you can have the eyes parallel or both aimed at a point.
Furthermore I think it's a good idea to have an extra tranform under the node that's being controlled by the aim, so that you can add an offset or tweak stuff.

Arcon
06-16-2005, 11:04 PM
hi morganism, yep that's pretty much what i've ended up with.

i just made the aim targets dual locators parented under a centered lookat controller (a lil' blu ball in my case :) ). although this doesn't solve the problem of conversion at left/right extremes, that's easy enough to fix with custom offset attributes like u say.

thanks to all who replied.

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