In a discussion in another thread, we were talking about ways to move a character's eyeballs... Currently, in a project I am working on, I'm just using round eyeballs in my character with a "Target" tag on each eyeball to follow a sphere object I plan to move around to make the eyeballs move - I did it that way because rotating oblong/oval eyeballs would result in the eyeball breaking through the main character's Mesh...
But, I figured there has to be a way to get eyeball-like movement for oblong/oval cartoon like eyeballs without rotating the actual eyeball. Not sure how others do it, or if something about this has been previously posted here...
So, I spent a little bit of time tonight working on an idea I had to use the UV Offset for an oblong/oval eye UV Image movement. Not sure if this has been done before (or posted here before).... So, for this example, I used the F-Curve Controller tag script (from tg_jp/ Hiroto: https://www.cheetah3d.com/forum/index.php?threads/12344/), with the position X and Y coordinate property of a tracker ball, linked to the UV Offset for each eyeball's UV Image for X and Y UV Offset. There's a total of 4 F-Curve Controller Tag scripts placed on the tracker ball, 2 for each eye (X and Y link).
I adjusted the formula a bit, which is different for X and Y. The formula needs more work to allow for finer movement, whereas you could move the ball greater distances and the eyeball would only move a little - I'm not an expert with regard to that formula and I'll tinker with the formula some more another day - But, it's math on the value that's sent over from the selected parameter of the host object, to the targeted object's tag that gets the value. Note, the target tag index is 1 for the target's Material/Texture tag (a value of -1 would be the object and it's other object properties such as rotation, scale, etc, Positive numbers relate to the tags that are assigned to the target object, so if my object had other tags before the material/texture tag, and the texture tag was 5th to the right in the icon list, the value would be 5 for the material texture tag).
I've attached a ZIP (TestOblongEyeballs.zip) with the JAS file and the eyeball texture - Note, you need to have tg_jp/ Hiroto's F-Curve Controller tag script installed: https://www.cheetah3d.com/forum/index.php?threads/12344/
Also, I think you will have to reassign the UV/Texture image to the Material's Image property to the texture-image PNG file in the ZIP, since I think the path is fixed and not relative and points to a directory on my machine.
So, note it is not the oval/oblong eyeball that is moving, it is the UV Image that's moving (as a result of the F-Curve Controller script and tracker ball)
Hopefully this is helpful.
Brian T.
But, I figured there has to be a way to get eyeball-like movement for oblong/oval cartoon like eyeballs without rotating the actual eyeball. Not sure how others do it, or if something about this has been previously posted here...
So, I spent a little bit of time tonight working on an idea I had to use the UV Offset for an oblong/oval eye UV Image movement. Not sure if this has been done before (or posted here before).... So, for this example, I used the F-Curve Controller tag script (from tg_jp/ Hiroto: https://www.cheetah3d.com/forum/index.php?threads/12344/), with the position X and Y coordinate property of a tracker ball, linked to the UV Offset for each eyeball's UV Image for X and Y UV Offset. There's a total of 4 F-Curve Controller Tag scripts placed on the tracker ball, 2 for each eye (X and Y link).
I adjusted the formula a bit, which is different for X and Y. The formula needs more work to allow for finer movement, whereas you could move the ball greater distances and the eyeball would only move a little - I'm not an expert with regard to that formula and I'll tinker with the formula some more another day - But, it's math on the value that's sent over from the selected parameter of the host object, to the targeted object's tag that gets the value. Note, the target tag index is 1 for the target's Material/Texture tag (a value of -1 would be the object and it's other object properties such as rotation, scale, etc, Positive numbers relate to the tags that are assigned to the target object, so if my object had other tags before the material/texture tag, and the texture tag was 5th to the right in the icon list, the value would be 5 for the material texture tag).
I've attached a ZIP (TestOblongEyeballs.zip) with the JAS file and the eyeball texture - Note, you need to have tg_jp/ Hiroto's F-Curve Controller tag script installed: https://www.cheetah3d.com/forum/index.php?threads/12344/
Also, I think you will have to reassign the UV/Texture image to the Material's Image property to the texture-image PNG file in the ZIP, since I think the path is fixed and not relative and points to a directory on my machine.
So, note it is not the oval/oblong eyeball that is moving, it is the UV Image that's moving (as a result of the F-Curve Controller script and tracker ball)
Hopefully this is helpful.
Brian T.
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