View Full Version : eyelid rigging
TBart 10-02-2007, 08:00 AM My character's eyes aren't perfectly spherical, so when the eyes rotate they intersect the eyelids. Is there a way around this? Is there a way to "stick" the eyelids to the eyes and have them deform as I rotate the eyes? I'm using XSI 6, if that matters. Thanks.
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cyberdogs7
10-02-2007, 01:05 PM
I am a MAX user but hopeful the terminolgy translete to you. The way I have seen it done is to shape the eye using a space defomer and them copy that to the eyelid, however I'm not sure how that would translate to XSI. Another thing would be to look at a surface deformer to apply to the eyelid. Wow, I bet that this is not helpful at all. Sorry.
Pascaru
10-02-2007, 04:19 PM
hey TBart, can you use blendshapes or extra bones to control the eyelids?
TBart
10-02-2007, 04:50 PM
I am a MAX user but hopeful the terminolgy translete to you. The way I have seen it done is to shape the eye using a space defomer and them copy that to the eyelid, however I'm not sure how that would translate to XSI. Another thing would be to look at a surface deformer to apply to the eyelid. Wow, I bet that this is not helpful at all. Sorry.
Heh, yeah I'm not sure how that would translate. Maybe it can be done, but XSI is really new to me. Thanks though.
hey TBart, can you use blendshapes or extra bones to control the eyelids?
Yes I can, in fact I'm going to make blendshapes soon and the eyelids are controlled by a bone. Do I just make blendshapes for the eyelids when the eyes are in different poses? I was sort of hoping for an automatic eyelid stickyness thing, but if you think that blendshapes would work well I'll do that.
pooby
10-02-2007, 07:44 PM
Tbart, I use XSI too.
Make your eyes spherical, but use a lattice to get them into the shape you want, use the same lattice on the lids too and it should all work out.
(a shape deformer sounds like a lattice to me)
A lattice will warp the space inside it, so, if you rotate the eye, you can also stretch the lattice, and the eye will retain it's overall elongated shape, but the vertices will roll around the shape, enabling it to fit it a wonky socket and still work fine when it looked around.
Obviously, just rotating an elongated sphere wont work..
Try playing about with lattices. they are the solution to your problem
cyberdogs7
10-02-2007, 08:03 PM
Tbart, I use XSI too.
Make your eyes spherical, but use a lattice to get them into the shape you want, use the same lattice on the lids too and it should all work out.
(a shape deformer sounds like a lattice to me)
Perfect translation for what I was trying to say. In Max it's call the FFD modifier, but for some reason lattice deformer didn't come to my mind.
TBart
10-02-2007, 08:12 PM
Tbart, I use XSI too.
Make your eyes spherical, but use a lattice to get them into the shape you want, use the same lattice on the lids too and it should all work out.
(a shape deformer sounds like a lattice to me)
A lattice will warp the space inside it, so, if you rotate the eye, you can also stretch the lattice, and the eye will retain it's overall elongated shape, but the vertices will roll around the shape, enabling it to fit it a wonky socket and still work fine when it looked around.
Obviously, just rotating an elongated sphere wont work..
Try playing about with lattices. they are the solution to your problem
Thanks, I'll try it out. I've been messing around with surface constraints and my mind is about to blow up.
TBart
10-02-2007, 10:23 PM
I think that this will work. But, is there a way to have more control over how the lattice is positioned when created? Is there a circular/spherical lattice instead of just a box/grid pattern?
TBart
10-03-2007, 02:39 AM
Well, so far it has worked really well. I selected the polygons of the eye and the eyelids, applied a lattice, deformed to where I thought it looked good, then parented the lattice to the eye. Now the eye can rotate and the eyelids move right over the eye perfectly. The rig is a little slower now though. Will this setup affect blendshapes or anything?
pooby
10-03-2007, 08:28 AM
No, it should work out fine. (as long as your lattice deformer hasn't accidentally been put into the modelling construction mode.)
Just mute the lattice whilst you are making shapes. you dont HAVE to do that, but it will be clearer what's going on when you are working
You can also mute the lattice whilst you are animating if you find it too slow to work with, but i'm suprised you notice much of a slow down.
TBart
10-03-2007, 07:08 PM
I did accidentally place it in the modeling stack, then moved it to the animation stack. But, that got me to thinking about other things. When I made keyframes for things like foot roll, I did it all in the modeling mode. Did I mess up? Are custom parameters, like IK FK blending, leg/arm locks, etc, supposed to be in animation mode? I did everything in modeling mode, and my modeling and rig is almost complete. I'm just really confused now.
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