vallikkodesign
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vallikkodesign
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 6,
Visits: 49
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Hi, I'm working in Character Creator 4 with a Zbrush workflow using Face Tools. I have a character with a stylized head and large eyes which the upper eyelids currently clip through when closing. I've managed to edit the blendshape so that the final result looks good, but between 30-80% on the slider, the upper lid clips through the eyeball. Is there a way to create an in-between/intermediate blendshape to resolve this issue? I've tried looking around in character creator's options and can't seem to find anything. I'm hoping to avoid having to export to Maya and rework the blendshapes there because I want a more linear and condensed workflow. Does anyone have any ideas or solutions on how to approach this in either zbrush layers, or CC4's expressions that will allow me to stick with editing the preset blinks rather than creating multiple custom blends/expressions to achieve the end result? Appreciate the help and feedback!
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
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I am not sure if creating an intermediate shape is a good idea. But you may compensate linear blend-shapes behavior by bringing the mesh forward when eyes closed. Experiment to find a sufficient amount of deformation for your case.
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vallikkodesign
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vallikkodesign
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 6,
Visits: 49
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Hey 4u2ges, Thanks for the reply. So I did do what you've just shown in your video. I pulled the upper eyelid out in the 100 position so there is no clipping. However that doesn't create a smooth spherical motion that follows the curve of the eyeball. It still clips through on its way down. I'm hoping to find a solution where I can dictate a position at 50, and then have my position at 100 for a smooth curve over the eye. Including intermediary blends is fairly common, so I was hoping there was a way to do it in CC4 that I just perhaps hadn't found yet.
If there isn't really a solution for this, I'll just have to create the blend in Maya, or create custom blends in CC4 for a midpoint and a final blink, but I was hoping to avoid having to do this.
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.3K,
Visits: 16.6K
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You could probably make it, but dual slider for the same function would add an overhead while animating. I still believe it could done with a single slider and you could even add a slight eyeball bone movement to the inside for that slider.
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vallikkodesign
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vallikkodesign
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 6,
Visits: 49
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Yeah I've tried numerous times to pull the eyelid out to a position that reduces clipping, but then they end up bulging more than I would deem acceptable and it's quite noticeable. I definitely don't want to go the route of using 2 sliders to achieve the blend, I agree that it's unwanted overhead. If no other viable solutions arise through zbrush or CC4, then perhaps I just won't be able to use CC4 to finalize my blends and I'll have to finish them elsewhere. I appreciate the responses and the help though!
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JeffClifton77
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JeffClifton77
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 1,
Visits: 48
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Hello, Vallikkodesign
Just checking to see if you found a viable solution to the eyelid blink intersecting the eye geo issue. I was able to create a rigged eyelid setup for Humanoid characters, but have not found a way to edit an existing CC Avatar generated character, which seems to require the bone count to not be altered.
I have tried pulling the verts out, but also found it to distort the mesh too much, where the look of the final result is less than appealing, and distracting. I do really wish CC would provide more support for editing CC Avatars with custom bones added, so, it's a bit of a conundrum as of now.
Thank you, and best of luck! -Jeff
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