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1. Make a sphere: A. draw a 2 point spline beside the green Y axis B. Hit L to lathe it C. delete either the top or bottom of the new lathed object, and rotate the remaining part to reveal a circle D. delete half of the circle, make sure the end points of the half circle are on or very near the green line. E. lathe again, VIOLA! | ![]() |
| 2. Select the ring near the top. Extrude it (E) and scale the extrusion inward (S) Think of Cp's as little plusses +, two splines go through each, perpendicularly. So this extrusion won't affect the shape of the sphere because we are dealing with the perpendicular splines to the sphere. (The + idea also helps describe why putting more than two splines through a cp renders weird, where's it going to go?) Anyway, select your new extrusion and change the group name to Iris. | <![]() |
| 3. Select the top of the eye and the next spline ring down, name this new group Cornea. Go into the groups properties and change the transparency to around 80%. | ![]() |
| 4.Now you can see things in render mode (keyboard 9 or 10). Close off the inside ring (I just ran two splines across it and connected them). Group and name that part Pupil. All groups of the eye should be shiny, so put some specular size and intensity in each group. | ![]() |
| 5. Copy paste the bottom part of the eye. This will be our eyelid. Scale it up a little. Extrude the top ring (a). Go back to that same ring and extrude it again (b) (this gives us the perpendicular splines). Scale this second extrusion to the thickness you want your eyelids. Delete the first extrusion. It's not pictured here (well it is, but it's drawn in) but it's a good idea to extrude the inside of the eyelid again and pull it down towards the bottom of the eyelid. What I used to do was just pull the thickness all the way in and let it visually stop when the eyeball gets in the way, but this always looks really bad when the eyelid is slicing through the cornea, so now what I do is make the thickness of the eyelid the actual amount, it looks much better (hope that made sense). | ![]() |
| 6.Copy paste the lid, flip it upside down. Put the eyelids in place over the eye. We want everything to line up so that the center of the rotating points will be the center of the eye. Lay down four bones. It's usually easier to assign the cp's to the correct bone by hiding all the other cps. The first bone is the parent of all the bones, this one we will use to make the eye a cartoony shape, it has no cp's directly assigned to it. The "look" bone is the one that controls the actual eyeball cp's. The Upper Lid and Bottom Lid should be self explanatory. | ![]() |
| 7. Now to make the eyeball cartoony. Right Click, select New->Pose->On/Off (actually I usually just include eyeball shaping in my overall rig pose) This will open a new "Relationship" window where whatever we do will happen whenever you turn the pose on. | ![]() |
| 8. Select the parent bone (Mine's called "Eye Right") hit S. Now you just pull the little colored dots on the selection box to get the shape of eyeball you want. If you made a mock up/general roto/dummy geometry of the shape you wanted for your cartoon eye, here is where you match it. | ![]() |
| 9. Because we are scaling the parent bone, in an Action the actual eyeball and the eyelids will hold their form even when their bones are rotating all around. When you finished close the window. | ![]() |
| 10. Right click and choose New->Null. I name the null "Look" and then I give it two children "Eye Aim Right" and "Eye Aim Left". | ![]() |
| 11. In the PWS under the Model name there's a folder for "Relationships" your on/off pose should be there. Right click it and choose edit. Now your back in the relationship window. This time choose the Eye Look bone (the one that controls the actual eyeball). You may have to hide and unhide bones to do this. Right click while it is selected and choose New->Constraint->Aim At. The cursor should turn into an eyedropper. Choose the "Eye Aim Right" bone that is the child of the "Look" null. (If you miss you can open this constraint in the PWS and retry) Now wherever we move the Look null, the eye will look there. The reason we aim at the child bone and not the Look null is in case we need to cheat where the eye is looking (Change where the eye is aimed so it looks the best for the audience even though it's not actually looking where it's supposed to.) Close the window. | ![]() |
| 12. For each eyelid bone, choose New->Pose->Percentage. This opens a new relationship window with the pose slider at 100%.(Make sure pose sliders are visible, open them from View->Pose Sliders in the File menu bar) From the side view click on the eyelid bone and hit R. Choose the colored circle that is only rotating it up and down (I think it's red on mine). Move it up and then back to where it was, this sets the bone pointing straight ahead at 100%. Move the pose slider to 0%. Rotate the bone to straight up (for the upper eye lid). Now at 0% the upper eyelid is wide open. Try scrubbing the percentage slider, the eye should open and close smoothly now. In the pose slider view Double Click on the "pose 1" name or click once and hit F2, change the name to something like Right Eye Upper Lid. By assigning the eyelids to a bone we insure they open and close in an arc, if we made the pose by moving cp's we would have had to set more keyframes because the machine would have tried to drag the cp's in a straight line through the eyeball. Do the same thing for the other eyelid bones. | ![]() |
| 13. Ta Daa! (If you look close in the bottom right one you see where I didn't control the thickness of my eyelid and it cuts into the cornea.) | ![]() |