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#1
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For the original Complete Characters, instead of morph targets you could remove the eye mesh and add eyeball geometry in Max. These would be child nodes of the head that could be rotated. Similar to the method used in the biohead file and head.py script in the tutorials\avatars folder of the Vizard install.
Here is an example of moving the eyes of the male HD character included with Vizard: Code:
import viz import vizact viz.go() viz.add('piazza.osgb') male = viz.addAvatar('vcc_male2.cfg',pos=[0,0,1],euler=[180,0,0]) male.state(1) leftEyeLeft = vizact.boneSpinTo('Bip01 LEye',mode=viz.AVATAR_LOCAL,euler=[-15,0,0],time=2) rightEyeLeft = vizact.boneSpinTo('Bip01 REye',mode=viz.AVATAR_LOCAL,euler=[-15,0,0],time=2) def moveEyesLeft(): male.addAction(leftEyeLeft,pool=1) male.addAction(rightEyeLeft,pool=2) vizact.onkeydown('1',moveEyesLeft) |
#2
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Thanks for your suggestion, I did not know that an example HD character was included with vizard! Looking from the example, it seems to be what I'm looking for. I'll have a look if I can implement moving eye for the regular Complete Characters.
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Tags |
blinking, complete character set, eyes, mimicry, movable |
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Thread | Thread Starter | Forum | Replies | Last Post |
making a Complete Character Set character speak | Frank Verberne | Vizard | 4 | 05-25-2012 08:47 PM |
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