Join George Maestri for an in-depth discussion in this video Rigging the head pt. 4: Creating eye direction controls, part of Maya 8.5 Character Rigging.
Okay, so now we're almost done with our character.…We still need to work with the actual eyes themselves.…We have done the lids, let's work with the eyes--in fact, we haven't even attached…the eyes to the skeleton yet.…But let's go ahead and see where we're at. We're going to open the Scene 06_09.…Okay, so if I select my HEAD_CONTROL, you'll see that the eyes aren't even…attached to that head skeleton. So let's go ahead and do that real quick.…And then we'll have some controls for eye rotation, eye direction.…So the first thing we need to do is put these eyes into that head hierarchy so…let's go into our Outliner.…
And it's under Geometry, R_Eye1, which is actually--let's go ahead and rename that Left Eye.…And those actually just need to go below that locator that we created for the head.…So now just go ahead and bring them below that. Minimize the Outliner.…And now because they're in the hierarchy of that they will move with the head.…Okay, that makes it easy.…Now we need to have something that controls eye direction.…
- Understanding the uses of rigging
- Creating skeletons
- Making inverse kinematics and constraints
- Rigging characters
- Binding and editing skin
- Creating a skeleton and skin for a head
- Finalizing a rig
Skill Level Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
2. Creating Skeletons
3. Inverse Kinematics (IK) and Constraints
4. Rigging Characters
5. Skinning Characters
6. Facial Rigging
7. Finalizing the Rig
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