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In this video we're gonna create the local control bones to deform the eye ribbon. We'll follow the 3 curve principle, which is explained in the lips chapter. We'll substract and devide the weights of the main upper and lower eyelid control bone and distribute them over the local control bones.
Download the script mentioned in the video here:
Hey Rik! Awesome course, been following until this part then i just couldn't get my head around something. The "In" and "out" local upper and lower bones are directly parented to the main "Parent" controller right? When i move "parent" of up or low eyelid, those local bones follow it 100%. But when i opened up final version of Storm rig, it feels like it's smoothly following Up parent AND out parent. That local bones don't have any constraints so how did you achieve this? You didn't mention it in lip part as well. I went through all the videos to search it but I couldn't find it, am i missing something? Please let me know, it's driving me insane haha
@Nurbek Nurlanbekuly Nevermind! Apparantly It's display bone illusion. For those of you who seems to get confused like me, the answer was in the last video "Control widgets" Where we use new type of bone called "DSP" to override transform of the widget bones. That's such a goated thing to know! Thank you Rik for showing us!
@Nurbek Nurlanbekuly Glad you found it. Tracking down issues can be finicky!
I noticed that before symetrizing the deformation bones for the EYELIDS.R you create the Right size of the Eyelids.L without duplicating them or then name, hoy can I do that for speeding that process?
@Yunior José Bautista Batista when selecting your bones in edit mode, you can 'symmetrize' them (for me, right click). this will symmetrize all selected bones if they have a .R or .L suffix.
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