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Eye blinking animation. Blender/UE4 | Locked | |
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Oct 16 2016 Anchor | ||
I've tried making blinking before by using 'Shrink-wrap' for my Sonic model but the problem is it would break when I imported it into UE4 since the shrink-wrap would make my plane (eye-lid) go through the main mesh due to the modifier being applied to the 3d model when exporting from Blender.
The eyes are mostly white but obviously the eye-lids will need to be shared while at the same time the eye's Iris/Pupil themselves would need to be separate for general eye focus, it seems like I need to figure out a way within UE4 to make the eyes animated while making sure the main non-animated texture is separate. Edited by: Ronnie42 |
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Nov 2 2016 Anchor | ||
It might be a little late for this by now, but I was curious if you tried using shape keys/blend shapes? |
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Nov 15 2016 Anchor | ||
Yes, doesn't really make much of a difference. The thing is Sonic shares the same eye-lid it limits what I can do. Normally this would be a lot easier with humans since there separate eye-lids but some techniques don't carry over well from Blender to UE4. The depressing part is I did get it working once in Blender but exporting it out would 'apply' the 'shrink-wrap' modifier to the model', that would break the eye-lid rig when importing to UE4. Edited by: Ronnie42 |
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Nov 15 2016 Anchor | ||
in the animgraph you could fork using a blend by Boolean and in the eventgraph make a random generator that triggers the event. Overall generating a procedural event can become complicated so Since transform data is cheap you could create a blink animation file that seems random across X number of frames and keyframe a more natural look. The reason humans blink is because their eyes dry out so sometimes they might blink 1 2 or even 3 times in a row and is much easier to control over X number of animated frames. |
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Nov 15 2016 Anchor | ||
I don't think you're understanding Jacob. I can create the '1-eyed-blink' in Blender using Shrinkwrap but I can't export out to UE4 because it would apply the modifier ...which means any animations would be partly broken since the mesh would go through the character faces instead of acting like an eye-lid. |
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Nov 16 2016 Anchor | ||
You should be able to apply the shrinkwrap modifier as a shape key. I've never really used shrinkwrap for anything (I'm old fashioned), so I'm not sure what your exact situation is. But I really do think that shape keys are the way to go for this. Even if you need to use two or three shape keys to keep the eyelids on the outside of the eyes for the entire animation. |
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Nov 17 2016 Anchor | |
You can assign a separate material for the eyes with the eyelid on one half of the texture and the white on the other half of the texture - then animate the blinking and squinting with a vertex shader that just moves the UV coordinates. On a side note: You have poor space utilization of your UV map, only using about 20% of the texture space. It might not seem like a big deal but I think it's a good idea to try and get rid of bad habits. -- - My portfolio |
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Nov 19 2016 Anchor | ||
I'm aware of the material issue, there is a reason for it since it was a sort of experiment to troubleshoot an issue. Doubt the current one will stick since I've changed it a few times. Last one wasn't as open, the reason for this was because was trying to troubleshoot why some textures were leaving 'grey' type marks, I sort of fixed it. I'll revisit that issue eventually since I've been trying to improve my UVW techniques.
Tried adding the Shrink-wrap modifier to a shape key but it would remove the ability to keep the shape 'above the surface'. Already know about Shape keys for facial animation. The reason I'm using Shrink-wrap for the eye-lid is so that it follows Sonic's unique eye-lid because it is used for 2 eyes that are shared. Edited by: Ronnie42 |
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