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Animating eyes seperate from character
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Animating eyes seperate from character // Roundtable
Post by RichLevy // Aug 10, 2008, 1:44pm
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RichLevy
Total Posts: 1140
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I am sure that one of the other animators/scriptors made a script for animating eyes with a slider. Is this in the forums somewhere for others to play with? Or is there a link to a thread on this I can use?
Thanks for all the help
Rich |
Post by splinters // Aug 10, 2008, 1:56pm
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splinters
Total Posts: 4148
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Someone supplied me with a scene where the eyes followed the camera so they were always looking at the screen (spooky!). Can't be that hard to fix it so a slider (morph?) would do it.
I think it was trublue but I can't remember...:o |
Post by RichLevy // Aug 10, 2008, 2:18pm
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RichLevy
Total Posts: 1140
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Thanks Paul
I'll do another search and see what it turns up.
Rich |
Post by Electric Jim // Aug 10, 2008, 3:17pm
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Electric Jim
Total Posts: 98
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A quick implementation of the desired slider control would be to use the Look At tool to make the eyes' z-axis always point to a camera object (or any other desired object), and just control the looked-at object's position with the desired slider(s). (Hmmm, I think this might be simple enought that even *I* could do it, and that's saying quite a bit...!) :)
HTH |
Post by Igor K Handel // Aug 11, 2008, 8:02am
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Igor K Handel
Total Posts: 411
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Just use the lookat tool and keyframe as you go?
IK |
Post by RichLevy // Aug 11, 2008, 8:07am
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RichLevy
Total Posts: 1140
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Where is the Lookat Tool? That was what I was asking for, I'm familiar with the technique :) I keep finding anything but that.
Thanks
Rich |
Post by Igor K Handel // Aug 11, 2008, 8:32am
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Igor K Handel
Total Posts: 411
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on the same menu as the dynamic pose icon. hold for flyout and it comes up (4 white arrows pointing to red dot in the middle)
Hope that helps.
IK |
Post by trueBlue // Aug 11, 2008, 8:40am
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trueBlue
Total Posts: 1761
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3DFrog used a Handle attached to eyes. Works really well. Morphs would work Up/Down and Left/Right etc... Hurrry up I want to LookAt it ;) |
Post by RichLevy // Aug 11, 2008, 8:52am
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RichLevy
Total Posts: 1140
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on the same menu as the dynamic pose icon. hold for flyout and it comes up (4 white arrows pointing to red dot in the middle)
Hope that helps.
IK
Man this manual stinks, I bet I searched for that thing a dozen times a dozen different ways :o
Yea I did all the manual searching techniques I was told todo... boy oh boy... just a bit touchy right now. :mad:
Temper tamtrum mode over...
Thanks for the help guys... this mesh and rig is moving along much slower than I would like... too many gotchas or not too straight forward work arounds... I'll get it though... :)
Back to weight painting again.
Thanks
Rich |
Post by Igor K Handel // Aug 11, 2008, 9:00am
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Igor K Handel
Total Posts: 411
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Theres a ton of different ways to do it.... so many choices.
Eg encapsulate em togethter as eye group,(unless you anticipate squint character)encapsulate that group with head, so they move around when the head/ eye parent is selected. Then either do as Trueblue says with either IK or morphs.
Or another option is to effectively make a Null as its called in other apps.. Ie a seperate object... Say a cube. then through LE of whatever hook the rotation of eye group up to the output rotations of the cube. To ensure the cube stays the same distance from the character, group(encapsulate it to say the root of the Character. When it comes to anim recording flick the cubes attribute to invisible... Dah dah..
NB if the cube is made whilst in object mode then it will be a seperate object, if made while in character Pe mode its automatically part of the current object... IE the character.
Another way. hook em both up to a bone structure attached to the head.. With the right joint placement and with em grouped and the axis sorted for the group rotation then limits set and bobs yer uncle. even attach that "null" again to the bone.
More I play with 76 the I am seeing how flexible it is.. Loadsa fun :D
IK |
Post by Igor K Handel // Aug 11, 2008, 9:10am
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Igor K Handel
Total Posts: 411
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Rich I stumbled on a great new workflow for weightpainting armpits and other awkward bits.. Works brilliantly.. Never been able to do it in other apps I've used.
Pose character so armpit collapse is pants lol.. all crumpled in etc.. the usual stuff.. now go to PE mode and rectangle select faces. grab an area around the armpit. Now use the hide unselected option in PE... Now you got just the shoulder and armpit region, nothing in the way. Go into weightpaint and you can actually weightpaint from INSIDE the armpit.... its flippin brilliant!!!! Try it you will love it I promise. I just love this flexibility it's SO speeds up weightpainting.
IN fact for really realy tight spots, before all that scale the whole (make sure top of heirarchy selected and UNIFORM scale) make the whole model gigantic... then do the other stuff. You can damn near have an armpit you can walkabout in lol. Finish weight paint, uniform scale back to normal size.... man I love it:D ( uniform scale so its simple to get back to normal dimensions in all directions.. might be worth flattening history before all that n all)
IK
IK |
Post by RichLevy // Aug 11, 2008, 9:27am
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RichLevy
Total Posts: 1140
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Rich I stumbled on a great new workflow for weightpainting armpits and other awkward bits.. Works brilliantly.. Never been able to do it in other apps I've used.
Pose character so armpit collapse is pants lol.. all crumpled in etc.. the usual stuff.. now go to PE mode and rectangle select faces. grab an area around the armpit. Now use the hide unselected option in PE... Now you got just the shoulder and armpit region, nothing in the way. Go into weightpaint and you can actually weightpaint from INSIDE the armpit.... its flippin brilliant!!!! Try it you will love it I promise. I just love this flexibility it's SO speeds up weightpainting.
IN fact for really realy tight spots, before all that scale the whole (make sure top of heirarchy selected and UNIFORM scale) make the whole model gigantic... then do the other stuff. You can damn near have an armpit you can walkabout in lol. Finish weight paint, uniform scale back to normal size.... man I love it:D ( uniform scale so its simple to get back to normal dimensions in all directions.. might be worth flattening history before all that n all)
IK
IK
I've seen them :D
Don't model a mouth on a snake/reptile closed and than try to animate it...
I got it ironed out pretty well by now though. Finding the time to work on it has been the biggest problem.
Rich |
Post by Igor K Handel // Aug 11, 2008, 9:49am
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Igor K Handel
Total Posts: 411
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Type faster then :D
ik |
Post by Heidi // Aug 11, 2008, 10:59am
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Heidi
Total Posts: 335
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If you have your object uvmapped you can also make selections for your weight painting and/or PE in the UVE. :) |
Post by Burnart // Aug 11, 2008, 12:35pm
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Burnart
Total Posts: 839
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If you have your object uvmapped you can also make selections for your weight painting and/or PE in the UVE. :)
Thats good news Heidi.
I'm finally biting the bullet and attempting to make a character completely in the workspace. Slow going I keep looking to do things the way I would in Wings3D! Don't get me wrong I think tS tools are great - its just I need to devise new ways to do things that are simple and quick in Wings. The reality of using different software. The more I use tS the better my methods will become. Anyway, lots of useful info in this thread for when I'm a bit further down the track. |
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