Eye

Estimated building time - under 10 mins


1. Drag and Drop Eye module

after drop, you will see like this image with target geos

Drag and Drop → Define a moduleName by usinghttps://junkilee1982.atlassian.net/wiki/spaces/WM/pages/57409541

 


 

2. Adjust guide shapes - guide set up

 

1.translate, rotate, scale <SideModuleName>:AllGuideCtrls

Not important where it should be placed.
In this case , I approximately placed around eye ball

2. Place <SideModuleName>:Ball in the center of eye ball geo.

3. Adjust pullOut and smooth attrs in <SideModuleName>:AllGuideCtrls

4. Move <SideModuleName>:LidGuideColum_<index> to match to eye lines of head geo

WORKMANs eye module can use on any types:
No need a perfect sphere shape eyeball even flat types can be , useful!
Because guide will drive based on your setup

 


3. Place all placers

<SideModuleName>:<Side>_<Part>LidPlacer_<index> were attached on the guide and it only moves on [U,V] axis, so Adjusted the guide shape will help to get proper positions on the eye lines of head geo.

 


 

4. Mirror all Placers and Ctrl Shapes

https://junkilee1982.atlassian.net/wiki/spaces/WM/pages/28934145/Face+-+from+Place+mode+to+Animation+mode#Mirror-for-Placers-and-Ctrl-Shapes

 


5. Animation Mode

1. animation mode

2. you will get above geos if you build two eye modules.
[CHead1_LEye, CHead1_REye]

 

 


 

6. Painting weights

You don’t need to keep in mind what you have to paint on,
Right clickPaint deformer weights

How to use https://junkilee1982.atlassian.net/wiki/spaces/WM/pages/19333137
You don’t need to keep in mind, all targets has been defined by system,
you can just paint items in deforman

1.

 

In case of EyeLashes geos, you can simply copy weight from head geo to the EyeLashes geos.
How to copy and paste : DeformerMan

 

2.

closing lines(meeting up and low) shouldn’t be painted any values

 

I made different example to show big different results.
If your character has small eyes, it effects a little if you have volume weights or not because eye radius would be short, in case of big eyeball, it is necessary to apply volume weights.

 


 

7. Sticky eyelids setup

You just need to do the paint weights on EyeAHead_01_def

 

 


 

After all painting job done,

Let’s check what you have done so far,
Hide all your <ModuleType>Def_01_geos group node, and show Face_GEOs.
Move around any _Ctrls to check your face rig performance.

If you are not satisficed,

it is free of going for the placing mode to fix pivots or shapes of guides.
Your rigs will be never broken.

or

Modify weights in animation mode

 

 


 

Need to add more modules?
Go to place mode and drag drop whatever you need.