I doesn't work.
The mask of the shape of the eyelid should also follow the variations of the visible contour when the bumped eye moves. That is more difficult to achieve.
Anyway here is the file of someone want to play with.
I was thinking of scripting bone control for switch layers. That might come in handy.
It wouldn't be "automated" it would just allow keying switches using a bone. Just the same as keying a switch but you could move a bone to change a switch layer. Similar to how the switch slave script works. Keep all the key frames on the bone layer.
My thought would be to control the switch based on x translation of a bone or possibly rotation, based on how many layers in the switch. So if you have 10 switch layers the bone would activate each one by moving in a 5 pixel range or by rotating in 5 degree increments.
Genete wrote:I doesn't work.
The mask of the shape of the eyelid should also follow the variations of the visible contour when the bumped eye moves. That is more difficult to achieve.
Anyway here is the file of someone want to play with.
I have just worked out a simple technique for the nose . It works great!!! I can't post anything at the moment as I have other matters to attend to, I just sat down for ten minutes to test the idea so the files need a bit of polish but basically it's pretty neat
I had barely seen the post where DK remarked on Muuvist's technique when I had my computer trouble. Now I come back and see the whole world has changed. ^_^ Good work everybody. Now I have even more to learn.
Genete wrote:I doesn't work.
The mask of the shape of the eyelid should also follow the variations of the visible contour when the bumped eye moves. That is more difficult to achieve.
Anyway here is the file of someone want to play with.
Couldn't you use a switch for the "global eye mask"?
Add some additional points and "form" the bulge on the switch.
Maybe I'm not getting the idea.
-vern
In the "b" version of the anme file the global mask is a compound of the eyeball and the eyelid shape. The problem is the internal mask of the eyeball (what already is a switch layer) what don't fit the bumped eyeball correctly.
Touched wrote:I had barely seen the post where DK remarked on Muuvist's technique when I had my computer trouble. Now I come back and see the whole world has changed. ^_^ Good work everybody. Now I have even more to learn.
Welcome back! I was a little strange that there were any comment from you in this incredible thread started by DK over his scale turn bone idea taken from muuvist
I think the result is very good!.
Please post the anme file although you're not happy with it!! It could be useful for me or for other just like it is now!
Ok, I just woke up and have been to a conference so I have not had much time to post or play.
Here are the files and a problem I need someone to help figure out.
Here is the nose file. This nose works exactly the same as the head. Just a slightly different mechanism, similar to Genete's Springy Mechanism" (thanks for the inspiration). Use scale bone 1 to turn the nose and the side nostril bones for point control. The way the side lines are blocked out in each turn is done by using a top layer on the nose that is parented to points in a way so that each time the nose scale rotates this layer automatically blocks and reveals the lines. I am trying to stick to the same fundamentals of scale rotate to build all elements of the entire model.
http://www.wienertoonz.com/nose25.anme
Problem.
At the moment the nose is a seperate layer and is "Layer Parented" to the main bone rig. This works perfectly until you tilt the head in the FRONT VIEW. Then the nose layer tends to DRIFT to the side.
(see file headnose)
Oh wow! I feel so guilty! I'm "stealing" all these great ideas. On my version I plan to have the nose "off to the side" so there won't be a need for a second bone layer for the nose. That's just me.
I will work on that nose later tonight. I am sure I can "fix" it... without surgery.
One thing that bothers me specifically about this particular nose... the outlines in the front view. I find the "overly defined" shapes to look... strange. I tend to lean towards a minimalist approach.
For instance the length of the nose from the front. Those lines on the sides... generally I would only want to see one side line drawn and have a more subtle line that defines the underneath part of the nose.
The side view when the nose turns is PERFECT. I will try to come up with a way using your system to change the front view in a similar way.
This is just a stylistic opinion on my part. I am nitpicking too much.
Hi Vern. I would like to have a better parenting solution rather than layer parenting. A way that is easy to import elements like noses etc that can be placed on the model.
EDIT
Vern - Stealing!!!
I don't like the sound of that term.
nose25 is missing, I assume it is like the headnose file.
I've just downloaded and figure how it works. I believe I should change the bone parent ship and organize the shapes.
Please be patient