Eye joints - what and why?


#21

The reason I used an RP Solver to aim the eyes is that aim constraints don’t work well for some reason.

Things are connected this way:
Eye geo>>parent and scale constrained>>Eye joint>>IK Handle>>Aim joint>>Point constraint>>Eye controller.

Aim constraint (tied to the joint which moves the geo) causes some hectic rotations with the eyeball, which I can’t figure out, so I used an alternative method. What could cause an aim constraint to behave this way?

BTW I’d love to send it to you, but do you mind if I send it to your email or something? I’d prefer to keep it from being open to the public to download. :slight_smile:


#22

IK Handle>>Aim joint>>Point constraint>>

I think pointConstraint is causing ur problem. Try parentConstraint instead.
Because I used to ran into Ik flipping issue when I turn the whole character to the back (rotateY 180). The elbow and knee started to flip when there were only pointConstraint applied to the ik.

Ik handles and aim constraint are pretty much do the same -if set up correctly.

What could cause an aim constraint to behave this way? <<<<
Did you have the ‘maintain offset’ check?

there was a thread here about aimConstaint, you might wanna check it out
http://forums.cgsociety.org/showthread.php?t=1037666
see reply#6
my mail nuttynew att hotmail dott com


#23

Eye deformation - solved.
It was just a matter of parenting the radial blendshape’s pivot to the actual mesh it’s supposed to deform (the face geo).

Things are going good for now. If you’ll give me your email I’ll send you the rig, and hope u like it. :slight_smile:


#24

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