Rigging. I’m pretty happy with my rig, it can do all I need, it only misses the auto-animate button. I have come up with a way to properly rig the eyes, including the surrounding skin (that moves with the eye naturally). I was struggling with it a lot, as the whole system kept conflicting with the direction constraint (the eyeballs are direction constrained to their control object) as it was not really compatible with the local rotations of the rig. If the local rotation space of the head changed (eg I tilted it) the rotations axis have been offseted. And thehidious snapping, the eyejoints on extreme rotations kept on snaping (turning 180 degrees). And why the hell could I not find a way to disable the constraint on z axis?!
Luckily all fixed, hopefully might be beneficial to some of the fellow students. Here is the friendly schematic for the system – it has all one need, bone driven lid rotations, flesh movement surrounding the eyes and… well that is all…:-) :
Tags: computer animation, eye rig, rigging, setup, Teesside University, university of teesside, XSI
