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View Full Version : Keeping iris round with non spherical eye.


frumpy_bunyin
11-24-2002, 08:53 AM
Hi,

I'm looking at a character at the moment that has non spherical eyes (deformed by a lattice to get a greater range) something I'm wanting to work out is how to effect the iris and pupil by the inverse of that lattice in order to keep them from distorting.

I'm toying with the notion of using trims, circle projected onto deform, and then extracting the curves to make the iris and pupil, I've not had a chance to try this yet.

I'm fishing for other ideas.

Any sugestions?

FB

EdHarriss
11-24-2002, 01:51 PM
If you change your texture support from Explicit to Implicit and scale your points rather than the object, the texture support will not distort with the object. Perhaps this might help you?

ggg
11-24-2002, 09:11 PM
Eds way is one way to keep the iris and pupil from deforming to the UV of the surface and then animate the texture support, another way like your trim method is to shrink wrap a disk to the ball and parent the shrinkwrapped disc to the target disc inside the ball and then animate the rotation and scale of the target disc. The advantage of the texture support method is the eyeball texture moves too. If you want the whole lens detail then a combo of the two may work (haven't tried) or one eyeball or disc inside the other with a bump to descibe the lens shape. For the detail of the eye, pupil and iris contraction I was going to use a combo of shaders and animated FXtree shapes and OPs.
Also on Eds site by David Alonso:
http://www.edharriss.com/tutorials/tutorial_xsi_eye/xsi_eye_english.htm

frumpy_bunyin
11-24-2002, 10:00 PM
Thanks,

I know of doing it with textures like that, I'm thinking of doing so with a propper eye, with a cornea, and slightly concave iris to catch better light.
That's why I was thinking trim.

Thanks again,

FB

frumpy_bunyin
11-24-2002, 11:28 PM
To clarify, specifically with geo, not with a texture projection.

Thanks again,

FB

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