Correct default behavior for eyelids

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Correct default behavior for eyelidsExpand / Collapse
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Posted 8/16/2008 12:35:27 AM


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Currently, CrazyTalk assumes that the default or normal position for eyelids is wide open.

I feel that the usual position of eyelids is half-closed.
The upper lid rests just above the pupil.
(A person opens his lids wide open if he's very excited.)

I lower the eyelids on most keys, so it's a lot of work.

Currently, you have a slider for "Eyes narrowed." I would love to see this replaced by a slider which reads "Eyes wide."

Thanks for considering this.
Post #8082
Posted 8/25/2008 1:57:47 PM


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The moderators are usually so good about tending to all comments. I still feel that a change in the way eyelids are handled would be a good thing. Any chance?
Post #8702
Posted 8/25/2008 9:58:33 PM


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Thanks for your suggestions. These will be passed to the development team for review.

 

                                                                

Peter Edwards
Forum Administrator

http://twitter.com/iclonedaily

Post #8716
Posted 8/7/2009 7:54:21 PM


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I second this request.
I also go through the same process of half closing the eyes so my characters don't look like they are stunned

however, fortunately most of my CT animations are used in Iclone, which seems to position the eyelids in a more realistic position





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Post #23695
Posted 9/5/2009 12:34:40 AM


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Paumanok West (8/16/2008)
I lower the eyelids on most keys, so it's a lot of work.

Just saw this and I agree with the observation.

What I found out is that by creating one initial key with more narrowed eyes at the beginning (before any puppeteering), you end up with a more realistic default setting without having to change a lot of keys afterwards.  I use CT exclusively for work in iClone, but it looks good to me in CT as well.


Coming soon:

Post #25507
Posted 9/9/2009 4:41:33 AM


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Hi Paumanok West,

We are most grateful for your suggestion. This request has been conveyed to our developing team, and afterwards we will evaluate the feasibility. It may be possible to be implemented in future releases.

Yours sincerely,

Mick
Technical Support
Reallusion Inc.
www.reallusion.com

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