Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 16-06-2012 , 08:51 AM
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Eye-Rig Problem

Hello everybody,

I'm studying Digital Media - Animation&Game and my professor doesn't seem able to help me with a problem that came up in my final project (Bachelor project). So I hope someone here will be able to help me user added image user added image

My character's head setup includes the usual neck-controller, a blendshape controller for the head, 2 controllers for the mouth (it's a carnivorous plant) and several ones for the eyes:
- one blendshape controller per eye (controls the eyelid-blendshapes as my character has no eyebrows)
- one controller each for the upper and downer eyelid for both eyes
- a controller (normal nurbs curve, as always use them) for the eyeball, so I don't have to parent the mesh to my controllers directly because it will screw with my hirarchies user added image
- two locators which are the aims for the eyeballs (with aim-constraints)

The problem: when I turn the head sideways, the eyes and everything follows the head fine and turns with it except the eyeballs. They do follow, but they don't turn. The eyeball controllers stay horizontally while the head turns to be vertical.
I just can't figure out why! I added an image of my hirarchy. Probably I messed up something there?


It would be great if someone could help me! user added image

Greets,
Tonxi

# 2 16-06-2012 , 10:07 AM
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Im not expert but should the "ctr eye ball left and right" come of the head control not the blend shape for eye lids?...............dave




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# 3 16-06-2012 , 12:07 PM
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I'm glad that I'm not the only one who's confused by maya's hirarchy design... user added image
The eyeball controls come of the groups "right_eye"/ "left eye" which come of the head control. things like "upper_eyelid_r" ect. come of the right_eye group, so are just the same level as the eyeball controls...
but thx for your help user added image
didn't work though... user added image

i'm getting depserate here... user added image

Edit: I tried playing around with the aim constraint options and came to the conclusion that with the "World Up Type" to "None" it seems to do what I want... although I'm not sure if it won't give me problems later... but anyway...
If someone's got a better idea, I'll be glad to read it user added image


Last edited by Tonxi; 16-06-2012 at 12:23 PM.
# 4 16-06-2012 , 12:36 PM
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Sorry that did not work, for the aim constraint you can creat a locator above the head and parent it to the head bone then use that as your "object up".........dave




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# 5 04-07-2012 , 12:15 PM
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When you turn the head the eyeballs turn with the head but they do not rotate? Is that it? If so, have you parented the eye controllers to the head? That could be the issue.

Post a screen shot of the before and after of what you're trying to do so I can get a better idea of what you mean.


Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
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