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Old 12-24-2002, 11:16 AM   #1
Namroth
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Question: Head LookAt, is it Needed?

What do you think about to make Head LookAt like eyes do you think it is good metod to animate head?(max5)
 
Old 12-24-2002, 12:46 PM   #2
srv
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Hey,
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.
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Old 12-24-2002, 07:17 PM   #3
dwalden74
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David Walden
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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.


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Old 12-24-2002, 08:39 PM   #4
Namroth
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How can I have both do you know how to switch?


This rig have lookat but it is för LW:
 
Old 12-25-2002, 12:43 AM   #5
srv
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Hey
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?
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Old 12-25-2002, 05:48 AM   #6
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You could key the weight of the lookat constraint up more gradually to 100%, to make the transition smoother.
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Old 01-14-2006, 02:00 AM   #7
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