tallacus
10-07-2006, 01:00 AM
hey guys i am really bummed out here, here is my dilema:
I am trying to animate a charecter's eye but for something more realistic i want it to deform the underlaying eyelid as the eyeball moves, how could i make this possible, is it something i could try with influence objects and if so, how is the workflow for this?
-thanks in advance
sriram viswanathan
10-07-2006, 04:19 AM
hi,
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request to DT: if possible pls give a button "save draft" like gmail so that the info typed here is stored somewhere in DT's site for recovery later by the user... I m typing this whole thing again cause i lost my post due to some issue with my browser ! even in cgtalk or most other forum sites they dont have this facility "save draft" which is helpful for the user when replying or creating threads!
pls correct me if I have requested for a existing facility.. !
thanks in advance..
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hi tallacus,
since i typed it again, i had to brief it, pls reply if there are issues in understanding it. ! I believe u have asked for fleshy eyes, I have given the method which I used to attempt in production ...
Pls try this method and give feedback, the following has to be attempted on both eyes seperately but the skinning can be mirrored once its done on either one sides !
for the L side...upper eye lid
1. Create a joint and parent constrain that joint to the eye ball transform node without offset and then remove the constrain node from the outliner. Lets consider this joint as the L_Eye_Base_JNT
2. Now, create a joint in space and vertex snap it to any one of the verts of the lower eye lid. Similarly create a joint for the upper eye lid...
3. Group the L_lower_eye_lid_JNT joint with pivot @ L_Eye_Base_JNT and parent the grp to the L_Eye_Base_JNT. Similarly for L_upper_eye_lid_JNT...
4. Now skin the following joints, base and the two tips... rotate the groups and ck the skinning, i.e when u rotate the upper grp the upper eye lid must pull all the loops of upper eye lid evenly... u should feel as if the eyelid is closing without any corrective shapes.. try to achieve in skinning... generally the upper eye lid rotates 70 % and lower 30 % to achieve the eye close pose..
Rside..upper eye lid
5. now once the skinning is done properly on L side, then mirror on R side... have a L and a R nurbscurve control for the eyetarget position... do the regular constraining thingee for the eye balls and make sure that u specify the up node
6. for creating fleshy eyes for Upper eyelid, open the setdriven key editor and for the four extreme poses, u need to create 4 sdk nodes. ie. move eye target curve up, down, left and right - create sdk nodes with curve world position as source and the L_upper eye lid grp rotation as targets... pls note this might work only if the skinning is damn cool...
7. duplicate the four sdk nodes and connect the input of the duplicated sdk nodes to the respective translation attr of the R curve controller while connecting the output to the R eye lid groups
L side and R side - Lower eye lid
8. repeate the whole process for the lower eye lid and copy the set driven key information to the right side lower eye lid...
--------------------------- alternative simple method---
1. create four blend shapes for up, down, left and right poses ----> for the L upper eye lid
2. mirror these blend shapes using abs sym mesh script
3. create another four blend shapes for lower eye lid as done for upper and mirror them too...
4. create a BLEND SHAPE NODE with deformation order set to "front of chain" ( i mean below skin cluster and above poly tweak node, but if u have too many corrective BL fixes nodes, arrage according to the requirement)
5. now create a setdriven key and fine tune the graph info in GE..
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hope this helps.. :)
tallacus
10-07-2006, 12:43 PM
thanks alot ill try it out