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With the weights added to the eyelids, we can now work on the auto blink functionality. We'll start by setting up the custom properties. Then we'll create a new guide mesh that we extract from the previously created eyelid ribbon mesh. This mesh will function as the blink target and can be blended between the upper and lower eyelid.
Heyy - I was having a bunch of trouble with this part(particularly symmetrizing everything) - I think I found out why - but still am having one issue.
at 8:00min mark the HLP-storm-eye_autoblink.L is duplicated, and then scaled in X, -1. This works to get it in the right place, but does not mirror the vertex groups. Manually replacing the vertex group's .L, with .R seems to work.
This leaves one issue though: the DEF-Eyelid_in_low.R DEF-Eyelid_mid_low.R DEF-Eyelid_out_low.R
groups do not seem to automatically mirror over their weights by renaming them. This (I think) makes it so you can no longer effect the eyelid while the "autoblink" custom property is 1. I'm curious if there is a quick way to mirror those weights(or if that might not even be the source of the problem) All great training so far, thank you Rik!
@Marshall Peterman I've been looking into it (sorry for the late reply). The vertex groups for both .L and .R should already be there from the HLP-storm-eye_ribbon.001 (we duplicated the mesh object at timestamp 1.12) When duplicating the eye_ribbon, it should also duplicate all vertex groups that have been created in video 05. If thats correct, mirroring vertex groups should not be necessary. Let me know if this is the case.
I mean to check if there is a bug logged on a mch bone being tricky on one eye or the other.
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