PDA

View Full Version : Problem width eye(lid) animation(rigg) MAYA 6


HEKTOR
11-12-2006, 05:10 PM
Hello!



I have really problem width (eye)lid bind. I wrote step by step what I do and what doesn’t work.
In first I create clusters for vexters:


http://www.tibik.nazwa.pl/Grafika/Forum/Oczy.JPG (http://www.tibik.nazwa.pl/Grafika/Forum/Oczy.JPG)

Then I put weight’s value’s and I put the pivot of the cluster exactly in eye center(pivot).

http://www.tibik.nazwa.pl/Grafika/Forum/pivot.JPG (http://www.tibik.nazwa.pl/Grafika/Forum/pivot.JPG)

Now I parent the clusters to joint (I try parent to different joints but effect is the same).


http://www.tibik.nazwa.pl/Grafika/Forum/prent.JPG (http://www.tibik.nazwa.pl/Grafika/Forum/prent.JPG)

Then I give key set to eye.RotateX and cluster.RotateX, When I don’t move a head everything work great, when I move eye aim the (eye)lid move very nice. But! When I rotate the head (simple to back) the cluster move ok. But the skin of eye move wrong, not like when head not move. Why?


http://www.tibik.nazwa.pl/Grafika/Forum/wrong.JPG (http://www.tibik.nazwa.pl/Grafika/Forum/wrong.JPG)

I very grateful for help!

Thanks for everything!

P.S
Really Sorry for my English!

I try do everything like in book Sybex Character Animation Second Edition
__________________
"It is just the little touches after the average man would quit that make the master's fame."
Orision Swett Marden My website : www.tibik.nazwa.pl

sturmkim
11-14-2006, 06:46 PM
it just normal parenting problem... it call double transition...thing,,

try select your cluster unprent them (in bind pose) , hit 'ctr+g'(make a group),
move group's pivot to head joint. then select group nod and parent to head jont..

good luck

HEKTOR
11-14-2006, 10:59 PM
Hello!


Thanks for help but you don’t believe, it doesn’t work. I don’t know what do width this eyes, I must do animation, but I still have that problem.



P.S



Sorry for my English!

anthonymcgrath
11-15-2006, 05:34 PM
your problem may be to do with the ordering of your skincluster and the cluster in your inputs section. I think the skincluster has to be below the cluster in the inputs of your skin mesh. you can edit the ordering by right clicking on the mesh, selecting inputs and you should get a list. You can middle mouse drag the skincluster above the cluster in the list (or it may be the opposite way around)
hope this helps but In all honesty I've found just leaving the cluster location where they are in the bind post, creating a set-driven-key for the cluster to a control curve and parenting that to the head joint should work well - this way you leave your clusters alone but can still control the blinking from the control curve :)

HEKTOR
11-15-2006, 09:43 PM
Hi!



Thanks for answer!

The inputs is good. I try blend deform the eye’s: I duplicate the original head twice and I model a up and down lid, then I try add the new heads to the blend, but I have new funny error, when I put some values for up/down lid’s then no lid move but head move up! 8-/

Could you tell me (step by step) how using a curve to control the lid? I be really appreciate.

Really Thanks for help!

P.S
Sorry for my English!

anthonymcgrath
11-16-2006, 09:23 AM
clusters are most likely the best way for getting a solid blink on a characters eyeball. Blendshapes wont do the job really as the mesh will move through the eyeball unless you create an inbetween blendshape.
As for the head moving - not sure why that is - can you not just post up some pics or the scene? would make life alot easier ;)

HEKTOR
11-16-2006, 01:22 PM
Hello!



I put two links width’s video of the problem what I do:


Blend:
http://www.tibik.nazwa.pl/Grafika/Forum/Blend_problem.wmv (http://www.tibik.nazwa.pl/Grafika/Forum/Blend_problem.wmv) (12) MB

Clusters

http://www.tibik.nazwa.pl/Grafika/Forum/clusters.wmv (http://www.tibik.nazwa.pl/Grafika/Forum/clusters.wmv) (20) MB


Maybe now can you see what I mean. Thanks for help!

Sorry for big files

P.S
Sorry for my English!

CGTalk Moderation
11-16-2006, 01:22 PM
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.