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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.
Helloo, it seems that ive been having a tiny issue that was mentioned sorta has well previously when it comes to symmetrizing the ribbon and its drivers to the .R side
Everything seems to be working fine enough, when duplicating and scaling the Ribbon.R the height driver works just fine, issue comes when placing the new driver into the damp track for the blink, my bones go inside the eyeball, basically inverting their way
ive still not come to a solution to this so, i was wondering if theres something i might be missing ? did all the steps and its really just this issue im really having from this particular lesson
@Beatriz F. Pancada I managed to figure it out~ The weights dont transfer when symmetrizing after all, had to assing them manually to each point on the ribbon blink and the bones are following now as they should
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.
@Rik Schutte I'm just getting some time to take a look, and I believe that's exactly it. Thank you for taking the time to investigate. I was looking for bones I was missing, but this was it!
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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