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Bound geometry behaves strange when moving rig

Anonymous

Bound geometry behaves strange when moving rig

Anonymous
Not applicable

Hey people

 

I could use some help. I rigged a character and bound all the geo and created some blendshapes etc. What people normally do when they create a rig. But now when I move the character through space by moving the main controller for example (it doesnt matter which one I move), the eyelid verts behave really strange, they start to shift around. I tested it and the rig works well, the blendshapes as well, and if I change the skinning method from Dual Quaternion to Classic Linear, the issue is still there.

 

I've attached the rig file and the geo to reference. I hope anybody can help me.

 

 

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Anonymous
Not applicable

Well it seems to be the rig, or to be more precise the closes Point Constrains I used to get the joints following the eyeball. It was much more stable than a geometry constrain but still seems to be not very stable.

Since the character has an oval eyeball, I have to find a solution to let the eyelids slide along the eyeball. The next step I'll try now is creating lots of curves around the eyeball to use them as blendshapes to drive the joints. Or does anybody have a better stable solution to rig an oval eye?

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sean.heasley
Alumni
Alumni

Hi @Anonymous 

 

For a general rig for eyeballs I highly recommend this tutorial. It's a bit long but goes into good detail and I found it to be quite helpful.

 

 

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sean.heasley
Alumni
Alumni

Hi @Anonymous 

 

I'm just checking in again to see if you need more help with this. Did the suggestion I provided yesterday work for you?

If so, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

 

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Anonymous
Not applicable
Accepted solution

Hi @sean.heasley 

 

Thanks for giving me the link to the tutorial. It is for sure a good beginner tutorial for how to rig eyes in general. But for my specific case, it didn't really help, because my main issue were the eyelids resp. the oval eye mesh. It's too late to test the other opportunities I have because it was for a presentation, but the next time I'll try either to rig the eyeballs as round eyes and use a deformed blendshape for the rig or I'll use nurbs curves and a lot of blendshapes to follow along the surface of the eyeball. I guess this would be more clean than closes point constraint.

 

But thanks anyway.