tymznd
08-15-2007, 04:31 AM
The basic setup that I have is:
eyeball has a locator for an aimConstraint
So the L & R eyeball aim locators get parented to a eyeAim_cntrl
and as children the L/R locators now have trans vals as 0 0 0
And to test it I basically pointConstrain the eyeAim_cntrl to the persp camera... this ends up not looking quite right on possibly 2 levels:
1 - as I pan the camera around the head to the side, the eyes seem to look off to the side of the camera, and to correct this I have to offset the eyeAim_cntrl to the opposite side of the camera pan (in other words the eyes over rotate)... could this be an issue with the camera focal length, etc... settings?
2 - when I counter offset the eyeAim_cntrl the eyes sometimes need adjusting (set the L/R child locators tx val to something like .05 and -.05 respectively) to get the eyes to look... well like they are looking at the camera and not cross eye-ed... all very subtle.
eyeball has a locator for an aimConstraint
So the L & R eyeball aim locators get parented to a eyeAim_cntrl
and as children the L/R locators now have trans vals as 0 0 0
And to test it I basically pointConstrain the eyeAim_cntrl to the persp camera... this ends up not looking quite right on possibly 2 levels:
1 - as I pan the camera around the head to the side, the eyes seem to look off to the side of the camera, and to correct this I have to offset the eyeAim_cntrl to the opposite side of the camera pan (in other words the eyes over rotate)... could this be an issue with the camera focal length, etc... settings?
2 - when I counter offset the eyeAim_cntrl the eyes sometimes need adjusting (set the L/R child locators tx val to something like .05 and -.05 respectively) to get the eyes to look... well like they are looking at the camera and not cross eye-ed... all very subtle.
