How would you get this eye tugging effect?

Hey everyone,

I’m trying to do this eye effect where when the eye is closed, you can see the skin tugging on the outside. I can’t seem to find the best way of doing it. I tried blendshapes, but it just doesn’t look right. Also, what exactly would you call this?

video: here

Thanks,
Josh

depends on what you want it for, if it is for film you can use a “sculptdeformer”, for games i do not know

It would be for film. So I should look into sculpt deformers. Never really used those, thanks!

Josh

Well I see 2 things going on in the video, there is the skin sliding from the eyeball moving under the skin and then the soft movement that is happening with the eyelids slightly moving around while still being closed. Are you meaning both of these or just the first one?

I do something very simple for the “tugging”.

  1. Have two weights for the eye blinking (pivot in the center of the eye. Rotate them to blink.)
  2. Have 1 control to weight the eyeball (pivot in the center of the eye)
  3. Have another control to parent the eye blinking weights.
  4. Parent constrain #3 to #2 with 0.2 or 0.4 weighting.

Now when you rotate #2, #3 will follow a little bit. When you rotate #1 to blink the eyes, and rotate #2, the eyes stay shut, but the eyelids still move a bit.

If your eye isn’t spherical, then you can attach the #1 nodes to the surface of a sphere and animate their position in U or V to blink. Then you can deform the sphere to match the shape of your eyeball. (In this case you would parent constrain the sphere with 0.2 weight.)

The corneal bulge effect is another story. Hopefully that isn’t what you meant.

[QUOTE=mattanimation;14162]Well I see 2 things going on in the video, there is the skin sliding from the eyeball moving under the skin and then the soft movement that is happening with the eyelids slightly moving around while still being closed. Are you meaning both of these or just the first one?[/QUOTE]

I’m going for just the first one.

I do something very simple for the “tugging”.

  1. Have two weights for the eye blinking (pivot in the center of the eye. Rotate them to blink.)
  2. Have 1 control to weight the eyeball (pivot in the center of the eye)
  3. Have another control to parent the eye blinking weights.
  4. Parent constrain #3 to #2 with 0.2 or 0.4 weighting.

Now when you rotate #2, #3 will follow a little bit. When you rotate #1 to blink the eyes, and rotate #2, the eyes stay shut, but the eyelids still move a bit.

If your eye isn’t spherical, then you can attach the #1 nodes to the surface of a sphere and animate their position in U or V to blink. Then you can deform the sphere to match the shape of your eyeball. (In this case you would parent constrain the sphere with 0.2 weight.)

The corneal bulge effect is another story. Hopefully that isn’t what you meant.

I’ll try this, thank you! How would you go about parenting weights in maya?

Thanks everyone!
Josh