fgreen
05-25-2011, 03:22 PM
In this toon-eye-rig, the bank rotation of a null distorts the eyes and eye sockets giving the character a really cool doofy personality. If you still have the content from LW 7 you can load up the libsync scene in the Endo-sliders folder. I've also included a stripped down version in the attached zip file.
To see how it should work, load the sample rig (lipsyncFromContentEdited in the zip) . You can select the null, EyeS_Target, located in the forehead. Rotating the bank on this null causes both the eyeballs and eye sockets to deform-- basically using bones to morph the character's facial expression around the eyes. Very Cool.
In the other file (rigTesting), I've tried to set up a simple character the same way. I rotate my null, n_eye_bMorph, also located in the forehead and only the eye sockets displace. I can't figure out how the eye ball bones are connected to the null. These bones are named eye_bMorph_R and eye_bMorph_L in my rig.
There is an expression on these bones in the z scale channel. I think I'm using the same expression in the same way, but am not that experienced with expressions-- I'm just getting into them.
I've also searched all the bones, nulls, objects and motion settings in the sample rig, but can't figure out what I am missing to get the eye balls to deform along with the sockets
Can any of you rigging gurus help shed some light on this? It is a really cool effect and I'd love to be able to use it. Thanks in advance!
To see how it should work, load the sample rig (lipsyncFromContentEdited in the zip) . You can select the null, EyeS_Target, located in the forehead. Rotating the bank on this null causes both the eyeballs and eye sockets to deform-- basically using bones to morph the character's facial expression around the eyes. Very Cool.
In the other file (rigTesting), I've tried to set up a simple character the same way. I rotate my null, n_eye_bMorph, also located in the forehead and only the eye sockets displace. I can't figure out how the eye ball bones are connected to the null. These bones are named eye_bMorph_R and eye_bMorph_L in my rig.
There is an expression on these bones in the z scale channel. I think I'm using the same expression in the same way, but am not that experienced with expressions-- I'm just getting into them.
I've also searched all the bones, nulls, objects and motion settings in the sample rig, but can't figure out what I am missing to get the eye balls to deform along with the sockets
Can any of you rigging gurus help shed some light on this? It is a really cool effect and I'd love to be able to use it. Thanks in advance!