View Full Version : Modeling non-spherical eyes

07 July 2005, 05:52 PM
Hi everyone. This is my first time ever submitting a message on a forum, but I was told that CG talk is the best for answering questions. I'm currently modeling a character that doesn't have perfect spheres for eyes. Which means I can't rotate them on it's axis to move the pupils. To solve this problem I tried applying the material to each eye and then animating the individual gizmos for the map, but as you can see thats too much trouble when I could be using a dummy object with a Look At controller to move both eyes at the same time.(if the they were perfect spheres.) However I did see a model done by Daniel Martinez, called "Ciceto" at his site and wanted to create my eyes like his. But I was unable to figure how he did it. His eyes were setup where the pupil was a seperate object that was linked to a dummy object and it glided across the surface of the irregular shaped eye whenever you moved the dummy. I wanted to email him with this question, but his website it down so I wanted to see if anyone could help me with this issue. I want alot of my characters to have irregular shaped eyes, but I need to know whats the best way to animate the pupils. If anyone can help it would be greatly appreciated.

07 July 2005, 01:51 AM
You'd probably be better off asking this in the Character Rigging forum.

07 July 2005, 02:36 AM
how about you use bones to deform the eyes into the same you need.. this way you will be able to still make them move side to side normal

07 July 2005, 02:43 PM
Not sure what program you are using. If your using max then luckily for you this is very easy to do.

Edit: I see you posted this in the max forums too, so you are using max.

1. Create your eye / pupil and rig. Create it spherical so the pupil slides over the eye with look at contraints etc.
2. Create a spacewarp (spacewarps -> geometric/deformable -> FFD cube (I think))
3. position the spacewarp so it surrounds the eye
4. using the bind to spacewarp button (next to the bind to parent button) bind the eye and pupil to the spacewarp
5. Use the spacewarp to deform the eye

Now the pupil slides over the deformed eye. This could also be done with eyelids too.

07 July 2005, 04:56 PM
Thanks for the info I'm going to try it tonight.

07 July 2005, 01:32 PM
It worked. Thanks.

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07 July 2005, 01:32 PM
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