non circular eye rigging solution

Issues concerning rigging & Face Robot...
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LSK
Posts: 18
Joined: 12 Dec 2012, 10:12

non circular eye rigging solution

Post by LSK » 10 Jan 2013, 13:14

hi every one
i have a character with non circular eyes like this :

Image

Image

Image


how can i control them.i cant use direction constrain or any kine of base rotation solution for them caz they are not circular.

i never saw a tutorial for this kind of eyes.seem them must be deform and rotate :-?

Pooby
Posts: 501
Joined: 27 Aug 2010, 22:25

Re: non circular eye rigging solution

Post by Pooby » 10 Jan 2013, 14:27

Make the eyes spherical and add a lattice (not parented to the eyeball of course) to deform them as they rotate through it. However, this will also deform the iris area. If you need to keep that isis part exactly circular it is a bit more involved, but you may get away with it deforming a little and looking ok.

LSK
Posts: 18
Joined: 12 Dec 2012, 10:12

Re: non circular eye rigging solution

Post by LSK » 11 Jan 2013, 00:38

Pooby wrote:Make the eyes spherical and add a lattice (not parented to the eyeball of course) to deform them as they rotate through it. However, this will also deform the iris area. If you need to keep that isis part exactly circular it is a bit more involved, but you may get away with it deforming a little and looking ok.
can u explain a bit more !?sry i didn't get it :-\

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TwinSnakes007
Posts: 316
Joined: 06 Jun 2011, 16:00

Re: non circular eye rigging solution

Post by TwinSnakes007 » 11 Jan 2013, 19:07

Does the eyeball have to be deformed like that? Are you planning on showing the full eyeball at some point?

Its looks like you've done a old man model. So, its the skin around the eye socket that is sagging, not the eye ball itself.

You can achieve the same visual feel your going for with a perfectly round eyeball. Otherwise, wouldnt you run into a bulge problem whenever the eyeball rotates upward?

SpookyMunky
Posts: 102
Joined: 14 Jun 2012, 02:30

Re: non circular eye rigging solution

Post by SpookyMunky » 12 Jan 2013, 06:56

I have always just used lattices for cartoon shaped eyes, while reading this thread I had a new idea though. Not sure if it is a good idea or not, could be cool.. I recorded myself trying it out to save having to type in my thought process :P . . .

http://www.youtube.com/watch?v=UQ48_eEuidY

Sorry I am so slow and boring, is late, am tired, and may have had a beer or two :).. skip forward to ~2min30 to get past the setup part.

It will take a bit of playing around to get this to work perfectly for your character and kind of depends on being able to have the hidden eyeball shrink base fit inside the characters head so that the polys don't pop to the front or go outside the face.

Its completely untested and may be totally useless inside a rig... still, I say worth a shot :), the deforming iris that you get from just using a lattice like pooby mentions has always annoyed me slightly. Up until now I have never thought on an easy way around it though.

Edit: hmm, playing around with it some more I am not sure how viable a solution it is. I will need to test it out in a character and see if I can make it work properly, could just all be a waste of time :).. if I get it right will post another vid...

For now I guess here is a quick example of what we mean by using a lattice to control eye deformation ...

http://www.youtube.com/watch?v=rDesKLbpPcw

Edit2 : lol, I couldnt sleep without trying this first, getting closer ..

http://www.youtube.com/watch?v=BJI0k1d2m48

LSK
Posts: 18
Joined: 12 Dec 2012, 10:12

Re: non circular eye rigging solution

Post by LSK » 19 Jan 2013, 21:09

SpookyMunky wrote:I have always just used lattices for cartoon shaped eyes, while reading this thread I had a new idea though. Not sure if it is a good idea or not, could be cool.. I recorded myself trying it out to save having to type in my thought process :P . . .

http://www.youtube.com/watch?v=UQ48_eEuidY

Sorry I am so slow and boring, is late, am tired, and may have had a beer or two :).. skip forward to ~2min30 to get past the setup part.

It will take a bit of playing around to get this to work perfectly for your character and kind of depends on being able to have the hidden eyeball shrink base fit inside the characters head so that the polys don't pop to the front or go outside the face.

Its completely untested and may be totally useless inside a rig... still, I say worth a shot :), the deforming iris that you get from just using a lattice like pooby mentions has always annoyed me slightly. Up until now I have never thought on an easy way around it though.

Edit: hmm, playing around with it some more I am not sure how viable a solution it is. I will need to test it out in a character and see if I can make it work properly, could just all be a waste of time :).. if I get it right will post another vid...

For now I guess here is a quick example of what we mean by using a lattice to control eye deformation ...

http://www.youtube.com/watch?v=rDesKLbpPcw

Edit2 : lol, I couldnt sleep without trying this first, getting closer ..

http://www.youtube.com/watch?v=BJI0k1d2m48

wow :D the shrink wrap way was so nice and clean!i just didnt get it after u creat the 3rd sphere .can u write it down too?!sry im asking a lot :) but i love ur video.just missed ur voice :d

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