View Full Version : Question: Head LookAt, is it Needed?
12 December 2002, 11:16 AM
What do you think about to make Head LookAt like eyes do you think it is good metod to animate head?(max5)
12 December 2002, 12:46 PM
Personally I don't like animating with lookat constraints. I just prefer to rotate the eyes and set keys where I want them. I never understood the usefulness of this approach, it doesn't seem intuitive to me.:shrug:
12 December 2002, 07:17 PM
But.... often your character will be moving his/her head while fixing the eyes on one specific position. This happens often. Manually rotating the eyes in this case can be a little too much overhead IMHO. This is why I would opt for a blend setup, where the user can have the option of using either a lookat constraint or manually rotating the eyeballs.
12 December 2002, 08:39 PM
How can I have both do you know how to switch?
This rig have lookat but it is för LW:
12 December 2002, 12:43 AM
Good point dwalden74.
Namroth- you can animate the weight of the lookat constraint. If you set a weight of 0 and set the Euler XYZ controller to active you can manually rotate your object.
I get jumping when I switch between these as the object realigns its rotation. Does anyone know a way to get around this?
12 December 2002, 05:48 AM
You could key the weight of the lookat constraint up more gradually to 100%, to make the transition smoother.
01 January 2006, 02:00 AM
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