Game Development Reference
In-Depth Information
3. With Value reset to 0 and Opacity reset to 0.1 , go in and smooth out the lower lid,
giving it a better curve ( Figure 13.18 , bottom).
Tip
Don't worry about the eye geometry popping through the eyelids at this
stage. Later, when we rig them, we can make the eyelids move forward
slightly, which will hide this problem.
Mirroring the weights of the eyes isn't as straightforward as it was for the lips. Currently
wehavethreejointsresidinginthesameplaceoneitherside.ThiswillconfuseMayawhen
weaskittomirrortheweightsbecauseitwon'tknowwhichjointtocopytheweightsto.To
prevent this, simply move both UpperLid joints up slightly and the LowerLid joints down.
Giving them their own individual locations will help Maya choose which joint to mirror
across to. As long as the rest of the body is in the default position, the weighting should
mirror successfully.
Select the mesh and go to Skin > Edit Smooth Skin > Mirror Skin Weights. There is no
need to set the options; Maya will have retained the previous settings. When you're done,
snap the eyelid joints back to the eye joints.
Wewillbemirroringtheweightsintheeyeareaquiteoften,soIsuggestmovingtheeyelid
jointsandsettingakeywhileonframe1.Thisway,youwillmerelyneedtoswitchtoframe
1 when mirroring weights, rather than having to move the eyelids each time.
1. To set this key, first move along to frame 1 in the Time Slider.
2. Move each of the joints into position.
3. Select all four joints and set a key in the Channel Box, by right-clicking it and se-
lecting Key All from the menu.
Asshownin Figure 13.19 , theeyelidsnowfollowtheirjointsandcanbemadetoopenand
close.
Search WWH ::




Custom Search