Join Jason Baskin for an in-depth discussion in this video Creating a "look-at" control for eyes, part of Rigging a Face in Maya.
…Many animators prefer eye controls that are manipulated…as physical aim targets rather than static GUI elements.…Both control approaches are useful.…But this setup is ideal if a character needs…to maintain eye contact while its head is moving.…So I've just created a simple eye control here at the origin.…And beneath it I've placed two individual eye controls, one for each eye.…And I'll scoot it off to the side here so that you can see it.…This is just a circle that I shaped by…modifying the control vertex placement, and these again are just…individual circles with frozen transforms, so that when the eye…control is zeroed out, it is placed at the origin.…
I move this into position to be directly in front of the character's eyes.…So I'll go to the front-view, move the control up, re-take snap…to kind of get it that where I need it to be.…And then I'll go to the side view and slide it forward.…So since I've moved this control, this is the new…sort of zero position I want the control to be in.…So I'm going to select the I target control and go to…
- Understanding morph targets
- Using Soft Select, Artisan Sculpt tools, and symmetry options
- Splitting symmetrical shapes into asymmetrical pairs
- Connecting eye rotation to the GUI
- Working with eyelids, using blend shapes or fan joints
- Creating a basic UI control
- Connecting controls
- Orienting joints and creating a support structure
- Attaching joints to the support structure
- Binding joints to the final mesh
- Balancing shape fidelity with rig density and usability
Skill Level Intermediate
1. The Blend Shape Approach
2. Rigging Eyes and Eyelids
3. Building and Connecting Controls
4. Joint-Based Approach
Next steps1m 8s
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