detbear Posted April 9, 2016 Share Posted April 9, 2016 Hey Guys, At the Q&A with Roger and Robcat, I offered to let them have a grab at my simple custom eye set. This simple toon rig is from my dragon rig on Adventures With Boomer. The rig could be stuck to any character... Here ya go... 2016 Detbears Toon Eye.mdl Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 9, 2016 Hash Fellow Share Posted April 9, 2016 Thanks, Kevin! Quote Link to comment Share on other sites More sharing options...
*A:M User* Roger Posted April 9, 2016 *A:M User* Share Posted April 9, 2016 Thank you again, haven't had a chance to look at yet, have been running errands/doing chores and job related stuff. Quote Link to comment Share on other sites More sharing options...
steve392 Posted April 10, 2016 Share Posted April 10, 2016 sounds very handy thanks a lot Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted April 10, 2016 Admin Share Posted April 10, 2016 Decided to explore your eye rig and incorporate it into a character (of sorts). For some reason (probably because I've been watching the movie) the eyes made me think of Maz Kanata from 'Star Wars: The Force Awakens'. I make no claim as to accuracy here as I am modeling from memory but hey... I'm amazed to see that at this stage the eye rig still works and I didn't break anything. I was happy to see that the rig automagically squetched both eyes after importing two eyes into a new model. I thought for sure that wasn't going to work. Thanks for sharing the rig Kevin! 1 Quote Link to comment Share on other sites More sharing options...
detbear Posted April 10, 2016 Author Share Posted April 10, 2016 That's so cool Rodney. I'm glad it's working. Making the connections into a head mesh would be something very useful for the community. I laughed yesterday after the Q&A because if you erase the eye ball, the lids become a Packman rig.. That rig can definately be improved and added on to. I noticed yesterday that the front, pupil lens punches through the lids. It's been a long time since I looked at that model. Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted April 13, 2016 Share Posted April 13, 2016 Just made a pretty cool little discovery with my own eye 'aim at' simple setup- consisting of a bone in each eye(ouch!) and a null with 'aim at' constraints for each eye... THE DISCOVERY IS... if on 1 eye's 'aim-at' constraint you give it a lag factor of .25-.5 frame(fraction of a frame...)... it makes the character look more human and less robotic... Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted April 15, 2016 Share Posted April 15, 2016 ANOTHER thing to consider whenst doing eyes... I've found I was ENDLESSLY trying different settings of specularity, specular size, reflectivity, placing lights and other tricks trying to get that elusive EYE HIGHLIGHT to show up. Just when I had it looking good i would move a light or camera or action and it would disappear. SO- I resorted to placing a modelled small disc just in front of the eyeball... set to white with high ambiance... weighted half to the eyes bone and half to the head so it would not be locked to the pupil. I then made a simple pose slider +100/-100 that would make it larger or small/altogether gone. This way, I always have a nice 'pixar-ish' eye highlight that breathes life into a character making the eye look wet and alive. Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted April 15, 2016 Admin Share Posted April 15, 2016 NIce tip Matt! That falls into the category of 'if it looks good it is good'. Quote Link to comment Share on other sites More sharing options...
largento Posted April 15, 2016 Share Posted April 15, 2016 The easy way is to model a transparent dome over the cornea and adjust it's specularity. Works like a charm for me. Quote Link to comment Share on other sites More sharing options...
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