Fleshy Eye rig with additional controls

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  06 June 2012
Fleshy Eye rig with additional controls

Hi,

so I started working on my rigging skills before I want to move on to animation.
Ive followed a bunch of different tutorials and ended up combining several things into my rig.
I already posted this in the 3DS Max forum, but I guess tha basic procedure can be done with other software aswell (blendshapes in Maya etc).
The base rig is CAT and for the facial controls Im using a mix of Max bones and morph targets.

Right now I finished my eyes with something called "fleshy eyes rig".

If you know what Im talking about, you might be able to point me to where I need to go next.

I created several morph targets for the eyeslids: relaxed state, upper lid down, upper lid up, lower lid down, lower lid up, both for the left and the right side.

With my fleshy eyes rig finished, the eyelids now beautifully move with the eyes looking up and down.
But if I want to put them into more sophisticated poses, like say: looking down, but opening one eye more then the other, or even simply blinking while looking up or down, I cant simple use the morph targets I created, because they only work from the relaxed state.

So the question woud be: do I need to create extra morph targets for all of these different eye-poses? Or is the idea of a fleshy eye rig simply not that good (even though its very flashy. haha.)?
 
  06 June 2012
Hi,
You got a sculpt deformer which will do the job which you are looking for in maya.
The sculpt deformer has to be parented to the eye ball. Try projection modifier in 3DSmax
Rgds,
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  06 June 2012
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