View Full Version : rigging eyes
07 July 2005, 05:56 PM
ok im trying to rig my character ( first time ) , ive made 2 spheres for the eyes wich are controlled by 2 curves using a aim-constraint. then i have bound both the eyes and the charactermesh to the bones, it works fine as long as the character doesnt move , but when i move the head. and then change the eye direction, their rotation-pivot hasnt moved and they orbit around it.. thus leaving the characters head... here are some screenshots to make it easier to understand :
oh and dont mind my crappy skinbinding , i just did a quick smooth bind as a test.
07 July 2005, 06:35 PM
First, unparent your eyeballs. Make sure they're outside of your rig for now
1. create a Joint for each eyeball. The way to do this perfectly is to:
a. go to default pose.
b. Center Pivot on each eyeball
c. generate 1 joint. just one
d. point constrain the single joint to the eyeball (this places the joint dead center in eyball)
e. Do the same for each eye
2. Delete the Point constraints on each eyeball
3. select both of your new eyeball joints and parent them to the "head" joint.
4. For the Right eye select the very tip of the eye joint, SHIFT-Select the eyeball and point constrain the eyeball to the eyeball joint. Here you can parent also, but I prefer point constrain.
5. repeat for Left eye.
6. if you have "egg-shaped" eyes that sometimes swivel and penetrate the side of the head you might want to generate some blendshape that are set-driven keyed to fix the problem.
you don't need to "bind" the eyes with any smoothe or rigid skinning.
Hope this helps
07 July 2005, 07:14 PM
ok, tnx a lot for that !!! they stay in place and i can orient them now.
now , i parented the curves to the headbone so that they move around with the character... when he leans sideways for instance, the eyes act weird and i have to put the curves in the weirdest positions to put the eyes straight... any ideas on how to fix this ? i can work with it now , but it would be easier if he was allways "looking" at the curves...
07 July 2005, 07:14 PM
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