15-04-2003, 08:11 PM | #16 |
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thanks digi !
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16-04-2003, 09:14 AM | #17 |
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Have to agree with DigiMatt,
I like the eyes, there is almost something supernatural about them Dae
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16-04-2003, 02:41 PM | #18 |
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haha... supernatural.. cool thx.
EYE have updated the eyes again, the only prob. is , that i have left my render of it at home.... but don't worry i will upload it soon..... sooo stay tuned ! |
16-04-2003, 05:04 PM | #19 |
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tadaaa... bit refined surface, and more realistic eyes. i hope you like it:
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16-04-2003, 06:12 PM | #21 |
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Nice, very nice, I like the vividness of the blue iris.
like I said before VERY NICE. dae
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16-04-2003, 06:19 PM | #22 |
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thank you very much, i am happy , that you like it...
can somebody help me..? how can i easily move the eyeballs, whitout rotating them one-by-one. i think there is a some kind of trick..., but i am not sure.. i think there is a way, in which you move a pivot or something, and both of the eyeballs follow it.....but i don't know how to do it.. |
16-04-2003, 07:06 PM | #23 |
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Rigley, you need to do the following...
[list=1][*]Make sure the eyes are in separate layers[*]Ensure the pivot points for each eye are at the center of each eyeball[*]Add a null the the scene and place it somewhere where you can get at it easily[*]Name the Null 'Eye_Rotatator" or similar[*]Attach channel follower to each eyeball on the [Eye_Rotator.Rotation.H] channel[*]Lock down the other movement and rotation axes for the Null, and set sensible limits on the Heading rotation.[/list=1] (You could also perform similar steps to the pitch axis too to get a good rolling eyes effect). Note that this will cause the eyes to follow the Null rotation exactly. In order to get non-symmetric movement (for a squint for example), you'll need to hand rotate and keyframe the eyeballs and then rotate them back to rest position afterwards otherwise they'll be out of sync I believe after that. |
16-04-2003, 07:08 PM | #24 |
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Do you mean in Layout or in Modeler?
I suppose you mean in Layout. Just put a bone in each eye, and then you can have both bones targeted to a null. Sometimes it gives too much of a cross eyed look so you can create a null in between the two eyes and set its target to the controling null, then make each bone follow the middle null.
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16-04-2003, 10:48 PM | #25 |
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Actually, Kvaalen's solution will give you much better (read realistic) results than using Channel Follower.
In fact, you can possibly get away without using bones at all and simply target the eyballs to the null. You will still want to set rotation limits on the eyes though otherwise you will get an unrealistic look if you try to move the null too close to the face. |
17-04-2003, 11:12 AM | #26 |
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Thank you, i will try both method, if i will have some free time, yet i am quite inexperienced with these bone,null.. animating stuff, but i will learn it...
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03-06-2003, 08:21 PM | #27 |
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i had a few free time ( an hour or so... ) so i closed my head model finally... its wip, very basic... i will work on it i just wanted to show you my progress. its just a screenshot , i will render it later. bye.
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05-06-2003, 07:59 PM | #28 |
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side view:
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06-06-2003, 06:54 AM | #29 |
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very nice progress Rigley, his forehead looks a little 'low' but maybe its supposed to.. anyways, great work mate!
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14-06-2003, 09:40 AM | #30 |
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Nice work!
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