Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Animate Object A along the surface of Object B?
show user profile  Nanne
Hello mates

I'm trying to create a cartoon eye out of two spheres. One for the eye and the other for the pupil. Like this:

Now I want the pupil to be moveable so that the character can look around. I've tried using the Attachment Controller, but it doesn't allow me to move the pupil afterwards. I've tried using the Position List with both the Attachment Controller and the Postion XYZ Controller, but then the pupil flies off, away from the eye-sphere.

Any tips for doing something like this?


Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 556 times
2/4/2011 10:47:42 AM (last edit: 2/4/2011 10:47:42 AM)
show user profile  Garp
Can't you simply rotate the pupil in the eye's coordinate system?

edit: if the eye is non-uniformly scaled, it needs to be at the object level (usually a bad idea but in this case necessary).

read 537 times
2/4/2011 11:26:12 AM (last edit: 2/4/2011 11:29:42 AM)
show user profile  Nanne
I'm not sure how you mean Garp, but I came up with this solution.

I moved the pivot point for the Pupil backwards to the centre of a non-scaled sphere which surface curvature matched the scaled eye ball. Then using the LookAt Constraint to control the rotation of the pupil with the Point Helpers. And then I used the Link Constraint to link everything up with the eye ball if the character is to turn his head.

I'm I clever or what ;P

Is this what you had in mind Garp?

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 527 times
2/4/2011 12:23:21 PM (last edit: 2/4/2011 12:23:21 PM)
show user profile  Octopuzzy
One way would be to use the FFD spacewarp. You gotta remodel the eyes in that case though.
Make 2 spheres, one for the eyeball, one for the pupil., move the pupils pivot to the eyeball's pivot..deform the eye with a ffd spacewarp..thats it, the pupil should work nicely to rotate around the eyeball. heh This way you can get some nice squash and strech animationg on the whole eye too by animating the cage..and it will still work..

read 524 times
2/4/2011 12:32:56 PM (last edit: 2/4/2011 12:34:30 PM)
show user profile  ccampbell
I think the best/most common solution for this is to use a texture map. when you slide the texture around it would maintain its shape(eyeball curvature) this is a very common practice. you can rig the texture to a helper object for manipulation. this would allow you to change the pupil dilation as well!

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 382 times
9/23/2011 10:52:44 PM (last edit: 9/23/2011 10:52:44 PM)
#Maxforums IRC
Open chat window