View Full Version : how did they do these eyes
03-19-2007, 10:32 AM
please help, i'm currently trying to rig a character, which is very simular to this guy by red rover (MOVIE (http://www.richardrosenman.com/project/movies/?mov=h480&cid=116))
i really like the way they have done the eyes, but i dont have a clue how you would do this in a rig in max, the squash and stretch is really nice, can anyone help me with creating this look
03-19-2007, 11:19 AM
Lattices will do the job. It's highly likely that's what was used here.
03-19-2007, 11:41 AM
i thought that but if you look, the pupil is still able to animate round the surface of the eye which a lattice doesnt let you do, and doesnt really distort much ??
03-19-2007, 02:14 PM
Yes, but in all likelyhood they're textures, so you can keep them projected in global space.
03-19-2007, 03:39 PM
i kinda know what you mean but could you enlighten me alittle more on how you would animate the pupils etc.. please :)
03-19-2007, 04:18 PM
Well, I dont use Max I'm afraid, but I presume that you can keep a texure live rather than locked on to UVs.
In XSI you have a 'texture support', which when using planar projection is like a rectangular guide which shows you where your texture will be projected.
This would be positioned in the middle of the eye where it would effectively project the texture of the pupil 'outward' onto the ball.
I would then put a directional constraint on it so it would 'look at' a null (or locator ) but you could key the eyes yourself if you wished.
It wouldn't stretch unless the eyball was so deformed that the projection at a glancing angle to the surface instead of the desired (roughly 90%). This is unlikey to happen, unless it's really extreme, but if it did it would be matter of translating and keyframing the texture support during those moments.
03-20-2007, 09:52 AM
ill give it ago, thanks for all your help :)
03-20-2007, 12:30 PM
I've got some notes on a cartoony eye setup that I've been experimenting with on my blog (http://sporadicenterprises.net/blog). It's all Maya, but the concepts probably transfer. Dunno if it'll do what you need or not. Since the eyes and lids are separate geometry, projecting textures probably will be easier and cleaner, though. I'm not a Max guy though, so I can't give specifics.
03-20-2007, 12:38 PM
U have to do it with a FFD, but not the FFD modifier, use the world whateverdon´trememberthename FFD and link it to the head, and assign it to the eye, in this way the eye will get deformed by the FFD but u will be able to rotate the eye...
good luck! :D
03-20-2007, 02:59 PM
sporadic, that set up you have is exactlly the kind of look i'm after!!! just wish ya had used max :)
this is a quick sketch of the general look of the character that has been designed, unfortunatly i cant show youthe model as its a work project :(
this is a test i did using a FFD Spacewarp (movie (http://www.rubber-chicken.co.uk/EYES3.mov))
03-21-2007, 11:42 AM
Sorry, I haven't ever had the opportunity to learn Max. Wish I could help more.
03-21-2007, 01:17 PM
lattices (or FFD) for the Eye spheres, and the pupils should be surface constrained to the eyes, preferably with a surface constraint hat respects phong (ray) normals not only surface (polygon) normal angle.this way the eyes change shape and the pupils don't. they definitely didn't use textures as you can see a slight shading on the iris opposite the main light source.
Can't make you a file right now as I don't have access to max here.
03-21-2007, 01:17 PM
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