View Full Version : Eye rigging
arpaci 01-21-2010, 01:33 PM hello dear people of cgtalk society
i have been doing a 3d animation for senior project course in the university and i came to a phase to build my character but at that point i stuck after my character sheet process.
here is my challenge i want to implement these eyes of my concept art ; but how can i do that with an eye like this the shape of my eye is like the one on reflected mirror.
the question is : is it possible to rig an eye like this how can animate the pupil of an eye with a design like this ? its not like a ball its a bit flatty
my project blog
bluebearproject.tumblr.com (http://bluebearproject.tumblr.com)
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MattRennie
01-21-2010, 04:36 PM
Personally in a setup like this i would cheat.
Make a poly plane with either an alpha to give you the rounded edges or make it out of a load of polies cut to the shape, for you white. Then make a sphere which is constrained to it for the pupil. If you need to animate the shape of the eys for squinting you can just morph the shape of the white/pupil.
arpaci
01-21-2010, 06:19 PM
well i think i should also put a character sheet of mine in order to explain it also
well my problem is actualyy is not a sphere so that it is a rounded sided rectangular. would it be possible to animate it with this sort of geometry of mine ?
Zerflag
01-21-2010, 07:00 PM
spherical eye, separate pupil, rig the eye up as normal, apply a lattice (that does not move with the eye control, but is constrained to the head) that deforms the eye after your envelope affects it. constrain the pupil to the deformed eye. now you can rotate the eye around just like a spherical eye, but it will retain the latticed shape.
i should clarify that you'll move the lattice points around to deform the sphere in to the shape of the eye you have in your concept (and keep the lattice operator live, obviously)
arpaci
01-23-2010, 02:07 PM
thanks guys i appreciate your help guess this seperate pupil idea is going to save me
arpaci
01-24-2010, 04:41 PM
Hello people, i have my second question about the eyelids of my character design
do you think its eyelids would be attached the skull (around the eye-hole shape in skull) or are they should be on top and below of my eyeball.
would you enlighten me about this ?
so far this is my model as is goes.
Zerflag
01-25-2010, 08:16 PM
whether or not you have separate geometry for your eyelids is really more of a character design decisions than a necessarily technical one. if you do end up putting your eyelids on the head mesh, just make sure that you have enough edge loops to be able to complete a good looking morph target/blend shape for the eye blink.
if you have separate geometry for the eyelids, make them spherical, like the eye, and deform them with the same lattice technique i mentioned. this way you need only rotate them.
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