Hey Enrique! :)

An idea could be to fit a NURBS sphere to the shape of your outer eye, then
use it to constrain the deformers onto its surface, and finally slide those
deformrs using UV coordinates.

I did something like that a whiiiile ago: http://vimeo.com/2466613
In this video the eyes are spherical but they definitely could be anything
else.



On 18 November 2013 11:56, Enrique Caballero <[email protected]>wrote:

> hey oliver,
>   Thanks for the reply, that would work if the pupil was a separate piece
> of geometry and is exactly how i do it on other characters.
>
> Sorry I should have been more specific.
>
> Basically I'm trying to make the Pixar eyes.  Where the iris is cut into
> the eyewhite, and actually goes inside of it.  This one i have not been
> able to figure out for a while.
>
>
>
> On Mon, Nov 18, 2013 at 6:51 PM, olivier jeannel 
> <[email protected]>wrote:
>
>> I'm not a specialist in toon, but I would keep the Lattice on the Eye
>> (the white deformed sphere) and make a separate Iris object that would be
>> "shrinkwarped" on it. So that the Roundness of the Iris wouldn't be
>> affected by the stretch of the global eye.
>> Maybe a ClosestLocation in Ice would give even more control and speed...
>>
>>
>> Le 18/11/2013 10:58, Enrique Caballero a écrit :
>>
>>  Hey everyone,
>>>   Does anyone have any tips on how to rig a non spherical eye while
>>> maintaining a perfectly circular iris?
>>>
>>> I have done it in the past with starting with a spherical eye, using a
>>> lattice to deform it and then using blendshapes to counter the squashing
>>> effect on the iris. But this method is clunky and you can see discrepancies
>>> in the interpolation.
>>>
>>> Any tips would be welcome, this question has bothered me for some time.
>>>
>>> -E
>>>
>>
>>
>

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