Hey all, I’ve been looking for a Cinema 4D version of those lovely cartoon eye rigs (and mouth) that usually are created in Maya. The multi-joint setup that seems to be effortlessy manipulated by a few simple on screen controllers.
I can’t find any examples or tutorials of this in Cinema 4d and have been struggling to build something for myself. I’ve attached an example of what I have achieved. As far as I can see a series of joints is rigged to the outside lids from the centre of the eye, easy enough, then they seem to be connected to a linear spline, which is controlled by a B-spline to allow for a greater control over a large amount of points using only a few points, please correct me if 'm wrong.
I can get to the point of controlling the rotation of the eye joints using aim constraints pointing to
ward a spline but then I got stuck on how to control that spline with a B-Spline. I ended up duplicating the polygon points around the eye, connecting the joints via aim constraints to nulls, before using expresso to connect those nulls to the polygon points.
I then used the spline deformer object on the poly points, with the original linear spline as the original spline and the B-spline as the modifier. This seems to drive the bones quite well and create the shapes I want, but it also seems convoluted, and there is a slight jump as the joints start to follow the B-spline.
Here is the C4d…
So after all that, I want to know if there is a better solution for this in cinema 4D, and is this even the correct way to approach the problem?
There is definitely a lack of decent facial rigging examples for Cinema 4D!