For the blink, another head duplication was made and placed it up above the rest in the viewport. The eyes was also copied and the handles was turned on to allow accuracy with the joints/blendshape.
After placing the joints around eyes (one pivot joint base and one on both the upper and lower eyelids), the orientations where then changed to work along the X axis. A duplicate of the eye joints was made for the right side.
Placing some animation on the new joints (left), the weights where then painted and smoothed out around the eyes, making sure to lock any areas we don't want to have weights painted on. When finished, the weights was then copied to the right eye.
Working on the lower eyelid first, a new blendshape was made to correct any errors in the blink. After this, we moved onto the top eyelid, making sure the line around the eye was straight and the corners matched.
Once done, the blendshape was connected to the main model and new control was made (a star Nurb). The blink was then tied in via the Set driven key menu and the graph editor made to linear.
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