• Maya

Adding eye and head control

Add further control to the eyes so that the animator can make the eyes follow the head or stay in world space, which is essential for the character to lock its eyes on something.


00:03

We want to give the animator the option of making the eye controls

00:07

follow the head control or stay in world space as they are.

00:11

Now,

00:13

this is essential for allowing the creature to lock its eyes onto something.

00:18

We already have an offset group

00:20

and the world space locator.

00:23

So let's select the locator first

00:26

and then the head control

00:29

and then finally add the look at control offset group to the selection.

00:34

Let's create another parent constraint with

00:37

both translations and rotations enabled.

00:40

And there we have the two weights which we could control.

00:44

So let's go back to the node editor

00:47

and clear it

00:49

and bring in the look at control

00:51

down here. We have the follow attribute which can be set to world or head,

00:57

bring the parent constraint node into the node editor now

01:02

and connect follow to the constraints world space locator white.

01:07

So that's updated. Now,

01:11

we now need another reverse node. So we can invert that value.

01:15

Let's use an existing one. Instead of creating a new one,

01:20

we can use the head tilt, reverse node because we only used one of the values before

01:26

bring that into the editor

01:30

and open it.

01:31

So we use the X channels with the head.

01:34

So let's use the Y channels this time

01:37

connect follow to input wi

01:40

and then output Y to the head control weight attribute.

01:45

There we go.

01:46

Let's test this to make sure we got these the right way around.

01:50

So if we set follow to head,

01:53

the head weight should be worn.

01:55

Ah No, we connected these the wrong way around.

01:58

OK. Let's swap these.

02:01

So output Y from the reverse node goes to the world space locator white

02:06

and the follow attribute goes directly into the head control white.

02:12

That's better.

02:14

So the eye control should now stay in world space.

02:19

Let's move the cog.

02:21

Yep, it does.

02:23

Let's change the head. So it follows the neck.

02:26

OK. Let's change this to head now

02:29

and the eye control now snaps back to the head

02:33

and follows it.

02:35

OK. Good.

02:38

So we are just trying to give the animator more freedom and more options.

02:41

When they animate.

02:43

As another option, you could always change the follow attribute.

02:47

So it's a float instead of an enum.

02:51

This way, the head would blend from one position to another.

02:54

Much like the orient neck attribute does with the head.

02:59

So again, this may offer the animator a nicer animation option.

Video transcript

00:03

We want to give the animator the option of making the eye controls

00:07

follow the head control or stay in world space as they are.

00:11

Now,

00:13

this is essential for allowing the creature to lock its eyes onto something.

00:18

We already have an offset group

00:20

and the world space locator.

00:23

So let's select the locator first

00:26

and then the head control

00:29

and then finally add the look at control offset group to the selection.

00:34

Let's create another parent constraint with

00:37

both translations and rotations enabled.

00:40

And there we have the two weights which we could control.

00:44

So let's go back to the node editor

00:47

and clear it

00:49

and bring in the look at control

00:51

down here. We have the follow attribute which can be set to world or head,

00:57

bring the parent constraint node into the node editor now

01:02

and connect follow to the constraints world space locator white.

01:07

So that's updated. Now,

01:11

we now need another reverse node. So we can invert that value.

01:15

Let's use an existing one. Instead of creating a new one,

01:20

we can use the head tilt, reverse node because we only used one of the values before

01:26

bring that into the editor

01:30

and open it.

01:31

So we use the X channels with the head.

01:34

So let's use the Y channels this time

01:37

connect follow to input wi

01:40

and then output Y to the head control weight attribute.

01:45

There we go.

01:46

Let's test this to make sure we got these the right way around.

01:50

So if we set follow to head,

01:53

the head weight should be worn.

01:55

Ah No, we connected these the wrong way around.

01:58

OK. Let's swap these.

02:01

So output Y from the reverse node goes to the world space locator white

02:06

and the follow attribute goes directly into the head control white.

02:12

That's better.

02:14

So the eye control should now stay in world space.

02:19

Let's move the cog.

02:21

Yep, it does.

02:23

Let's change the head. So it follows the neck.

02:26

OK. Let's change this to head now

02:29

and the eye control now snaps back to the head

02:33

and follows it.

02:35

OK. Good.

02:38

So we are just trying to give the animator more freedom and more options.

02:41

When they animate.

02:43

As another option, you could always change the follow attribute.

02:47

So it's a float instead of an enum.

02:51

This way, the head would blend from one position to another.

02:54

Much like the orient neck attribute does with the head.

02:59

So again, this may offer the animator a nicer animation option.

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