Stephen Bruce eyeball
The downloadable file at the bottom of the page contains 2 models of an eye. One model is a basic eyeball setup, and the other is an eye with a flaming Iris. The pupils on both models can be set to either circular, square or frog pupil shape.
The file also contains the materials used in the images above as well as eyeBasicStructure.mat. Use this material as a starting point for creating alternatives.
The materials use only gradient, cell, and fBm, combiners, with sine turbulence applied for the flame.
How to use it:
The model is constructed from a cylinder and sphere. The sphere provides the surface for any specular highlights, or reflections, and the cylinder becomes the surface of the eyeball.
The CPs of each ring of the cylinder are attached to bones that pull the surface back into a spherical shape through a pose.
There are 3 key rings of CPs (from center, ring 2, 4 and 7) which define the outer edge of the iris, innner edge of iris and pupil center. All other CP rings are constrained using fan bones to these 3.
Steps to use it in your model
1. Save eyeball_left.mdl out of the project file.
2. Make a copy of the file and rename it eyeball_right.mdl
3. Open eyeball_right.mdl into a text editor and do a search and replace for the word "left" replacing it with the word "right".
4. Import eyeball_left.mdl into your model and switch into bones mode.
5. Select the bone "eyeball left" and select translate mode.
6. Hold down Ctrl and move the bone away from your model. Holding down Ctrl will move the CPs with the bone. Move the eyeball away from your model so that it doesn't interfere when your work on it.
If te model is moved in the Z direction the materials will need to be offset as well by the same amount.
7. Set up a new on/off pose and constrain the bone "eyeball left" to orient like, translate to, and scale like, a bone positioned where the eye is located in your model. Use this bone to scale the eye to the correct size for your model.
You could insert a bone here to rotate the eye so that the frog shape becomes a cats eye.
8. Return to step 4 for eyeball_right.mdl
Note: I have had two problems importing the model into an existing model in AM10.5r.
1. The materials may be dropped from the groups. So long as the cylinder is on the X,Y axis, has not been moved in Z, the material need only be placed back onto the group.
2. The pose sliders that set the front of the eyeball pick up extreme values and the eyeball will look broken when used. If this happens you will need to open the circular, square or frog pupil sliders and reset the 0 and 100% values to what is in the original model.
The Pose Window
The eyeball will look a bit broken unless one of the pupil shape pose sliders is activated.
Only one shape can be activated at a time.
If you want to change the width of the iris it can be done by one of three ways.
1. Select the material where it has been applied to the group and translate it in the Z axis. Positive will make it smaller.
2. Change the gradient start and end points in the material.
3. Tweak the position of the setup poses at 0% and 100% within the circular, square and frog pupil poses. This technique will provide the best result.
You will probably only need to use the poses within the eye setup folder if you need to either reshape the size of the pupil and iris, or create a new shape.
Edit them within the circular pupil, square pupil or frog pupil poses.
ring1 eyeWeighting - This is a set of fan bones that follow the orientation of ring2 irisOuterEdge.
ring2 irisOuterEdge - This sets the diameter of the iris and is constant throughout the pupils movement.
ring3 irisWeighting 2Pupil - This is a set of fan bones that follow the orientation of ring4 irisInneredge position.
ring4 irisInneredge position - This sets the diameter of the pupil
ring5 pupilWeighting2Center -This is a set of fan bones that follow the orientation of ring7 pupilInnerEdge position.
ring5 pupilWeighting2Iris -This is a set of fan bones that follow the orientation of ring4 irisInneredge position. It is used where the pupil isn't circular.
ring6 pupilWeighting2Center -This is a set of fan bones that follow the orientation of ring7 pupilInnerEdge position.
ring6 pupilWeighting2Iris -This is a set of fan bones that follow the orientation of ring4 irisInneredge position. It is used where the pupil isn't circular.
ring7 pupilInnerEdge position -This sets the center of the pupil.
ring0 eyeball -This behaves the same as ring1 eyeWeighting.
eyeBasicSetup -This sets the rear of the eyeball.
The Model eyeball_left-fire.mdl has a pose slider named "flame run over 20 secs". To use the flame move 20 seconds into the choreography and set the slider to 100%
download the project at http://members.optusnet.com.au/~s_bruce/da...FlamingIris.zip
the image of different eyes by ajusting posesClick to view attachment
QUOTE(Ravager @ Jan 4 2009, 01:34 PM)
I am trying to make a cat eye for my cat model.... but I can't seem to get it right. I want it to look like these images:
Any Ideas on how I could do this?
Thanks In Advance!