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Create a look-at control offset for the eye control, which enables the eyes to move independently or in conjunction with the head.
Type:
Tutorial
Length:
3 min.
Transcript
00:04
So we have the eye controls here.
00:06
And all we want to do is make the eye joints look directly at them.
00:11
So no matter where the controls go,
00:13
the eyes will always be looking in their direction.
00:16
First, let's create an offset group for the eye control.
00:20
So we can add in the space swapping
00:23
and rename it to look at control. Offset,
00:27
match the group's transforms to the control
00:31
and then move the offset group to the I group.
00:34
Now move the lookout control. So it's parented to its offset group.
00:40
We now need to clean up the values and the controls,
00:44
we can do this quickly freezing their transforms.
00:47
OK. That's better.
00:49
We want the left eye joint to stay looking at the left eye control.
00:54
So when it moves the eye joint follows,
00:57
we can achieve this with another constraint.
01:01
Again, I'm using a constraint. So we retain the translation values on the joint
01:05
for when the animation is baked and exported,
01:09
go to constrain, aim and open the options,
01:14
just reset this.
01:17
So this constraint will make one node, aim at another.
01:22
First, we specify an aim vector. So this is the axis, the joint will be aiming along.
01:28
We can see here. This needs to be the Z axis.
01:32
Each of these boxes represents the xy and Z axis.
01:37
So we just put a one in the third box which represents Z
01:42
unset X the first box to zero.
01:47
Next, we need an up vector.
01:50
This is set to Y by default, which is the same as what we need.
01:54
You see the joints, Y axis is pointing up,
01:58
select the left eye control first
02:01
and then add the left eye joint to the selection
02:05
and apply.
02:07
It's important that the eye control is directly in front of the
02:11
joint or the joint will move to look at the control.
02:15
Now, as we move the control, the eye follows,
02:18
let's turn the textures back on so we can see the eye in its full glory.
02:24
That's better.
02:26
OK? Now the right eye
02:29
select the control and then the joint
02:31
and apply.
02:33
We can use the same settings because both eye joints have the same orientations.
02:38
Let's hide the joints
02:41
and the Y frame.
02:44
OK. There we go.
02:46
We can now animate his eyes.
02:49
You see no matter where I place his head,
02:52
the eyes stay locked on the controls.
Video transcript
00:04
So we have the eye controls here.
00:06
And all we want to do is make the eye joints look directly at them.
00:11
So no matter where the controls go,
00:13
the eyes will always be looking in their direction.
00:16
First, let's create an offset group for the eye control.
00:20
So we can add in the space swapping
00:23
and rename it to look at control. Offset,
00:27
match the group's transforms to the control
00:31
and then move the offset group to the I group.
00:34
Now move the lookout control. So it's parented to its offset group.
00:40
We now need to clean up the values and the controls,
00:44
we can do this quickly freezing their transforms.
00:47
OK. That's better.
00:49
We want the left eye joint to stay looking at the left eye control.
00:54
So when it moves the eye joint follows,
00:57
we can achieve this with another constraint.
01:01
Again, I'm using a constraint. So we retain the translation values on the joint
01:05
for when the animation is baked and exported,
01:09
go to constrain, aim and open the options,
01:14
just reset this.
01:17
So this constraint will make one node, aim at another.
01:22
First, we specify an aim vector. So this is the axis, the joint will be aiming along.
01:28
We can see here. This needs to be the Z axis.
01:32
Each of these boxes represents the xy and Z axis.
01:37
So we just put a one in the third box which represents Z
01:42
unset X the first box to zero.
01:47
Next, we need an up vector.
01:50
This is set to Y by default, which is the same as what we need.
01:54
You see the joints, Y axis is pointing up,
01:58
select the left eye control first
02:01
and then add the left eye joint to the selection
02:05
and apply.
02:07
It's important that the eye control is directly in front of the
02:11
joint or the joint will move to look at the control.
02:15
Now, as we move the control, the eye follows,
02:18
let's turn the textures back on so we can see the eye in its full glory.
02:24
That's better.
02:26
OK? Now the right eye
02:29
select the control and then the joint
02:31
and apply.
02:33
We can use the same settings because both eye joints have the same orientations.
02:38
Let's hide the joints
02:41
and the Y frame.
02:44
OK. There we go.
02:46
We can now animate his eyes.
02:49
You see no matter where I place his head,
02:52
the eyes stay locked on the controls.
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