Join George Maestri for an in-depth discussion in this video Wiring parameters to control blinks, part of 3ds Max: Character Rigging.
I've gone ahead and wired in a second bottom blank here for the right side. And so now you can see that if we modify these, we have both blanks working. So let's go ahead and do the same process to set up the top blank. Now I'm going to repeat myself a little bit, but hopefully this will really drive it home. So, we're going to start with the left top blank. So I want to align my circle to my rectangle, so that sets it at zero. And I've gone ahead and set the pivot point for the rectangle down below here.
Let's go ahead and set up the link, so I'm going to go ahead and link this circle. To the rectangle. Zoom in a little bit here. And then set up IK. So we're going to select the rectangle. Do IK Solvers > HI Solver. And we're going to connect that to the circle. So now we have an IK chain in place. But I want to manipulate the circle and the rectangle here. So I'm going to go in to my Hierarchy panel, in to IK, select the rectangle, and let's go ahead and turn off Rotational Joint. And this locks the whole thing down.
And then we want to limit rotation on the circle as well. And I want to make sure that it's a sliding joint in x, y, and z. And I want to limit x and z. So this just gives me the ability to move this only in the y direction. And so then we're going to also limit this from zero to one. Again, the number will change depending upon how big you draw your slider. So now we've got a slider that moves between zero and one. So let's go ahead and wire this in. Select the face.
Ctrl+5 to do Wire Parameters > Morpher > Top Link. And I'm going to wire it to that circle. Go ahead and load up the circle. And it's under IK Control > FK Sub-Control. Position X, Y, Z and it's going to be the Y position. Now if we do this exactly like we did before times 100, and connect it, the slider will work but it's going to be working in the wrong direction.
Update here, we select this slider. And move it. It moves great, but I really would like it to start here so that way, visually, it looks more like the blink. So I want it to start at the top when it's open and go down when it closes. So what we need to do is reverse the direction of that y position slider. And we do that just by subtracting one, so I'm going to put in a parenthesis. 1 minus y position, which will flip it around. And then multiply that by 100. Now when I hit Update, it should pop the eye open.
There we go. And now, got that for closing, there we go. And now we can. Do the eyes. So, we can do the same for the right eye, if we want. So let's go ahead and do this one more time. I'm going to Align > Link > Set Up IK > HI Solver, and then go to the Hierarchy panel. Select the rectangle, lock down all axis no rotation.
Select the circle, again lock down rotation. But open it up as a sliding joint. Limit x and z. And then y is limited from zero to one. Okay. Now all we have to do is wire that in. So again, we can do Wire Perimeters or Ctrl+5. Modified Object, this time we're going to do Top Right Blink. Connect to FK sub-control position, Y position. Now again the formula is going to be 1 minus the Y position, so that flips around the action. And then just multiply that by 100. So, paren 1 minus y position times 100. Connect it all up, there we go, okay. So now we have some pretty good blink controls. Now, we need to rename the control, so we'll do that but just remember, you're setting up an IK chain, limiting it to a sliding joint and then using that information to drive the morph target.
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls