Creating Look At Objects
Creating the joint in the eye
- Find pivot of eye
- Modify→ center pivot to get it where it needs to be
- Do the same thing for the other eye
- Switch menus to “Rigging”
- Skeleton→ Create joints
- (to be safe option the option box and reset the tool)
- Click somewhere and hit enter
- Rename the joint doing #5 makes
- Select the eye first and then the new joint
- Constraints→ Point (option box)
- Make sure maintain offset is turned off, click add when you’re done
- If this is on it would keep the current distance away from the object
- Make sure maintain offset is turned off, click add when you’re done
- The joint should be in the middle of the eye
- In the outliner, click the “+” button next to the constraint that was made
- Click the constraint and delete it
Parenting the joint to the eye joint
- Select the joint in the eye and then the forehead joint, click P to parent them
Making the other eye
- Skeleton→ create joints
- Click anywhere and click enter
- Rename the joint you created
- Select the eye and the right eye joint
- Constraints→ Point
- Click on the plus sign and delete the constraint again
- Parent the eye to the forehead (eye to forehead)
Making the control
- Create→ NURBS Primitives → Circle
- rename the circle to “left eye look at”
- Rotate in X 90 degrees
- Select the eye and the circle you just made
- Constraint → point
- This will put the circle in the middle of his eye
- Delete the constraint again
- Scale the circle up a bit. larger than the eye
- Hit W and translate forwards past the nose
- Freeze transformations on the NURBS circle
- Edit→ Delete by Type → History
- Make another circle the same way
- Name the circle “ right eye look at” and repeat steps #1-7 and delete history on the circle
Making the main control
- Turn on the grid
- Create →Curves Tools→ CV curve tool (option box)
- Select “1 Linear” in the first set of bubbles
- Hold X and make a rectangle
- Center the rectangle’s pivot
- Name the rectangle “eye look at”
- Select both circles and the eye look at rectangle
- Constraints → Point
- This puts the rectangle to where the eye circles are
- Delete the constraint just made
- Modify → Freeze Transformations
Parenting and finishing creating the control
- Select the circles and then the rectangle, press P to parent them together
- This means you can use the rectangle to move both eyes and the circles to move them individually
- Select eye look at and then the eye
- Constraint→ Aim (option box)
- make sure maintain offset is on
- In the attribute editor make sure the rotate editors are blue
- Select the other eye and the eye that goes along with it
- Create an aim constraint the same way
Attaching the eyes to the character
- Pick eye look at and then the forehead joint, press P to parent
- This is to make the eye look at move with the head
- Pick one of the eyes and then the joint inside of it, P to parent
- This is to make the eyes move with the character
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