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# 1 08-07-2012 , 07:20 PM
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Scaling geo hole around a sphere

I've modeled an eyeball as attached. I want to use blendshapes to scale the iris (yes, the iris, not just the pupil). The issue is, I can't figure out how to scale the eye-white hole in such a way that it maintains its spherical shape as precisely as possible. Any idea how to do that while maintaining the vertex id's of the original geo?

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Peter Srinivasan
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# 2 08-07-2012 , 07:56 PM
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Do a boolean difference between the sphere and a cube and then keep history and move the cube (now invisible) up and down.

After the boolean difference you can delete the flat face and this will leave a hole in the sphere.


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# 3 08-07-2012 , 08:06 PM
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Interesting. If I didn't need to add a texture map to the eye-whites I'd say that'd work. I suppose I could add an expression to link the UVs scale to the movement of the boolean box. However, I figured that I could create a new sphere with the same division numbers and then increase or decrease the V divisions to get the right number and vert IDs. Seems to work. Did a simple blend test that worked fine.


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Peter Srinivasan
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# 4 08-07-2012 , 09:44 PM
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So this is what I've got but I can't figure out the best way to rig the blend shape. Ideally I'd have two blend parameters: iris and pupil. Unfortunately I may have backed myself against a wall with the shapes I've built.

A little more info: each eye form is built from four independent meshes: a white, iris, pupil, and cornea. They are then grouped under a transform.

Any idea of how to set up this specific blend shape rig?

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Peter Srinivasan
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