Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 08-03-2008 , 04:30 AM
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Join Date: Mar 2007
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Blinking man - how to get eyelashes to follow

Hi,

I've got my character blinking using clusters. At the moment his eyelashes don't follow.

Which way would be the best to achieve this?

I think I could combine the meshes and merge there points (there's the same number on the edges of each and they meet exactly) but since the guy has an sss shader, if I combine the objects I may have issues, since I don't think the sss likes sharing an object with a regular shader.

I could make new clusters for the eyelashes, and link them with a set driven key.

Or is there a better way?

Not in front of maya just now, just looking for some ideas for later.

cheers,

gubar

# 2 08-03-2008 , 12:17 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Using blendshapes is what i use most for most of my facial rigging i have also used joints a couple off times.

# 3 10-03-2008 , 10:11 AM
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Join Date: Mar 2008
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The Stop Staring book i've been reading reccommends matching up a nurbs surface to the verts that make up the brow area. Which you can "make live" and paint eyebrows to. Then when animating with blend shapes you snap the Control Points of the surface to the corresponding verts of the mesh. This will make it match the mesh movements perfectly...just takes a moment to snap the Control Points

# 4 11-03-2008 , 07:47 AM
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Location: Cleveland, Ohio (USA)
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stop staring is a great book, just had to mention that.


Accept no substitutions.
# 5 19-03-2008 , 03:17 PM
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Cheers guys I got something that looks ok in the end, I added the eyelash mesh to the cluster and tweaked from there;

thanks

gubar

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