Hiddicop wrote:Very nice, and clever. I gave it a short look now, and I'll give it a closer look later.
However, I do not really see the point (besides being interesting). In the case of an eye, it can be done a lot easier. It took me just some seconds to produce the same effect:
http://www.fileden.com/files/2006/6/13/65465/Eye.swf
http://www.fileden.com/files/2006/6/13/65465/Eye.anme
There is a flaw with my file, of course: the eye is only correct at the center of screen. However, this should not be too difficult to solve.
What can this effect be used for? It seems as if it would take too long a time to set up to actually be used.
Thanks for sharing!
I agree that it is not the easiest way to obtain the same effect. Even easiest is to insert a 3D object properly mapped and that's all; any other aditional stuff is needed only the 3D object But try to integrate it into the rest of the character.
The cool thing is that with this use of bones you can give volumen to any thing that you want. If you have the x,y and z coordinates you can rotate it in this way.
Imagine that you want to add a eyelid to your example file.how did you do that? How do you make an eyelid to rotate? Perhaps putting a mask it could be done but always looking towards the camera. I can add a eyelid and make it rotate also like the eyeball.
And yes, it needs a lot of setup. But you need to do only once!!! I can use this eye in any of my characters, and its animation is very easy!!. I'm planning to apply it to a nose, ear, and mouth. In separate layers of course!!. (Managing more than 200 bones each time is a little ... hard).
Second thing is to hide the shapes properly. It could be done using several techs (Rasheed script flipby bones, change the order of the shapes (other script), or symply use switch layers.
I only have some problems with the curvature of the curve at some points and positions. It is due to in certain views the curvature need to be different than in others. It could be solved at the end when the animation is finished using the curvature tool by hand.
You can look also
this post to see how this thech can be applied to other type of rotations.
Do not try to undesrtand the file itself. Try to read the previous posts and understand the movement of only a point. After you understand it you can apply to any point. I will post a explaining text file regarding to the geometry and math behind this concept. You need almost 15 bones to move a single target bone in the 3D space. It is a lot of bones but perhaps it is worse...
Once you have the cinematic chain done once you can copy/paste it modify the angle length and constraints and you have it!! Last 10 bones only took to me 2 hours to set up. First one took me 1 month...
Regards
Genete