Fleshy Eye rig with additional controls


#1

Hi,

so I started working on my rigging skills before I want to move on to animation.
I´ve 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 I´m 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 I´m 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 can´t 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.)?


#2

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,


#3

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.