Forum Replies Created

  • OK, looks like I made it work somehow.

    kept everything as is, head turn still connected to the slider. Brought both eyes/irises a few comps up, animated them to follow the head turn and pre comped them together to be at the same level as the head turn precomp.
    Time remapped it and connected the eyes comp (time remap) to the same head turn slider.
    Than I used the both eyes comp position channel that was not used, and simply connected the posituon to my eye ctrl null position in the main comp.

    It’s pretty complicated but it works ☺
    After that I had to bring some other elements forward (like glasses, eyelids and similar, animate their masks, etc) so iris appears to be inside/under.

    Thank you! I hope to start the animation finally.

  • I’d love to post the animation but It has to stay private at the moment.

    I created bunch of solids and masks, animated the mask points from straight head position to profile (as the character’s face is more complex, there are a lot of masks and keyframes, including the eyes. As the face turns to profile one of the eyes gets hidden behind the nose. Also glasses are partially covering the eyes all the time).

    All this is pre-comped, duplicated and time reversed to create the opposite side turn. But I was able to bring the eyes and glasses outside the time reverse thing. Than I’m using Duik to make everything move.
    Eyes have to stay pre comped and time remapped so I can control the whole head using one slider. Time remap is fine, eye control works fine with it. Problem happens when I connect the time remap to any slider (Afx or Duik).

    If necessery I can bring this head turn to maya and use various layers to re-create the rig. That’s more work of course.

    Anyway, thank you for your help!

  • Thanks! That doesn’t work too, because eyes are deforming as the character is turning his head left or right. (more realistic eyes, deform as they change the angle). So I have to have them under some time remap comp.

    I did try to have Iris only outside that structure but than I would need eyes blinking. And to make things worse the character also has glasses on top. ☺

    If I don’t find any solutions for the absolute position tracking I might bring everything to maya and rig it over there 2D/3D..

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