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Animating Megadaves eyes - controllers
show user profile  Grieva
i usually animate eyes using look-at constraint, but in the latest character his eyes are cylinders for pupils that should move on the surface of a visor, ive tried the surface constraint but its not as accurate or easy as look at would be, is there any way i can use the look at constraint to control position rather than rotation and keep it locked to the plane?
read 595 times
4/28/2008 11:51:32 AM (last edit: 4/28/2008 11:51:32 AM)
show user profile  Davious
I dont have great experience at this. But look at will always affect the rotation as well, perhaps if you limited the rotation in link info. Or just used a positional constraint, rather than look at. I'd have to have a play. Wave a large flag around and see if you can get a grotorial :)

" Difficult, yes. Impossible , no..."
read 578 times
4/28/2008 2:31:19 PM (last edit: 4/28/2008 2:31:19 PM)
show user profile  Jollabollathan
Actually there's a pretty simple and very effective solution to just this problem. Start the eyes off as spheres, but deform them to whatever shape you need with an FFD cage. Then they can rotate while keeping the deformation.

There's actually a tutorial for this amongst the ones that come with Max! I believe it's part of the "Advanced character rigging" series, extremely useful.

read 556 times
4/28/2008 5:55:17 PM (last edit: 4/28/2008 5:55:17 PM)
show user profile  Grieva
that tutorial really solved it for me, thanks alot
read 531 times
4/29/2008 8:29:42 AM (last edit: 4/29/2008 8:29:42 AM)
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