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Modeling an eye. This tutorial is available in the A:M Forums with an example model and an iris decal at: http://www.hash.com/forums/index.php?showtopic=32880




Added by: itsjustme

Tags: Tutorial Modeling
Date: 2011-02-23






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mouseman
I noticed you modeled a single eye (-ball), not a left and right eyeball. For incorporating it into my model, I created an "eyes" ON/OFF pose and then added two instances of the eye as action objects. Is that what everyone else does?
Wildsided
QUOTE(mouseman @ Dec 13 2011, 09:22 PM) *
I noticed you modeled a single eye (-ball), not a left and right eyeball. For incorporating it into my model, I created an "eyes" ON/OFF pose and then added two instances of the eye as action objects. Is that what everyone else does?


Here's how I do it.

1) Take 2 copies of an eye, name one left and one right.
2) Give each of them a bone with a pivot in the center of the 'ball' so they move properly.
3) Make 2 percentage pose sliders one for eyes left and right and one for eyes up and down.
4) At 100% eyes are extreme right or extreme up (Depending on which slider you're doing) and at 0% the eyes are extreme left or extreme down.

That makes the eyes be central at 50%/50% and I can move them around to where they need to be with tweaks of the sliders. If for some reason I need to just move 1 eye then I just grab the bone and move it around on its own.

There's another way by making a null and constraining the bones of each eye to it. I think it's aim at and orient like constraints. Then you just move the null around to position the eyes.
itsjustme
I just make a copy of the eye and position both eyes in the model accordingly, then I use the setup in the Squetch Rig for the rigging. In the tutorial I showed how to make the dilation muscle Pose, which is already in the Squetch Rig as an empty Pose.

Squetchy Sam (current version in this post) has this kind of eye and is rigged with the Squetch Rig.

Hope that helps.
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