View Full Version : Eyelid follow eye
juako 08-20-2007, 12:10 AM I have seen many face rig using this technique, when they look up the eyelid automatically opens more and when look down close.
I made some test but couldn't reproduce the effect, I think i don't know how the effect really works.
If somebody could be so kind to explain me, which should be my goals to achieve this effect.
Thanks.
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FreakyDude
08-20-2007, 07:18 PM
I haven't done tests, since I'm just messing with shapekeys now, but I think this is how you do it:
Make the shape key, split the 3d view to have one view as the ipo window.
With the object selected, switch the IPO window type from object to shape.
Select the shapekey representing the eyes open shape (lmb in IPO window)
ctrl lmb click twice to add 2 verts in the ipo window, yo now have a fluent line, change the interpolation to linear (tab out of ipo curve edit mode, in edit mode you control points, in object mode you control the curve. from the menu, choose curve, interpolation linear, or press T2, Press N for your dialogue, set the max Y value to 1=full influence on one unit moved... I think.... Now choose add driver, fill in the armature, select pose, so you can select a bone. change the min and max value to your liking, try going from -1 to +1 for both x and y.
Select the bone it looks at, and choose a location like the Y axis for your bone if your bone is pointing up.
If this bone is also the eyetarget, now the brows will shape when your eyetarget bone goes up, while your eye is also tracking the bone, and eehm, well that's it.
Well now, if anyone knows how to mirror shapekeys, I'm a happy camper.
EDIT:
Sorry, I thought I was posting in the blender forum!!,
the technique may be similar or the same in other apps, but I honestly don't know.
juako
08-20-2007, 08:46 PM
thanks FreakyDude.
I'm using 3DS Max ,but the software its not the problem. I not looking for the solution , what i want its the problem explained.
thanks again FreakyDude
FreakyDude
08-21-2007, 01:44 PM
You could also use bones, set the bone's root at the center of the eyeball, and have it track ,with a rotation limit,
to the eye track bone. You can then "skin in max" weight in blender, the eyelid to that bone, and it should roll along, since the bone you just made rolls along the eye anyhow.
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