Tuesday, 9 March 2010

Making Eyes

Making Eyes

Make a sphere – add a texture to it.

Blinn – map into the diffuse channel – eye bitmap – Show map in viewport. Use UVW mapping . Planar map, make the iris quite large.

The pupil has a fixed size.

Eye with dilated pupil.

Make a sphere. Use the hemisphere option on the sphere. Rotate the sphere so that you can see the hemisphere. Can make the flat spot into a pupil.

Create Multi – subobject material.

First mat – black

Second – White. Then you can animate the hemisphere to dilate.

Eye with separate pupil.

Create sphere. Create material for it, which is the eyeball colour – white.

Material for the pupil

Take sphere – edit clone as a copy. Increase the radius slightly. Apply the black texture to it. Dial down the hemisphere and you have a pupil which moves. To move – rotate across the eye. Select and link the pupil to the main eyeball.

Then just copy the eye and produce different texture map. One with just the iris on it – with no pupil

Rigging the eyes

Create a target for the eye in the left viewport – point object. Select the pupils and create look at constraint which is a controller for rotation. Go to the motion panel, and in the Assign Controller rollout highlight rotation. There is a small box below the Assign Controller label, which has a ? on it. Click on this and pick Look at Constraint – OK. Scroll down the motion panel until you get to the Look at Constraint section, click on “Look at Target”. Now pick the eye and a line will link it with the point helper. You may find that the pupil jumps to a different place. This is because it is on the wrong axis. Scroll down to “Select Look At Axis” to correct this.

Now the eye follows the target.

You can link the object to the master bone.

Create a slider to allow to dilate the pupils.

Use slider option – helpers – Manipulators – slider – label the slider.

Wire parameters. Select the wire parameter of the slider to affect the pupil. L pupil is controlled by the slider. Connect.

Can change the max min of the slider between 0 and 1.

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