3DSMax - 12/17

Eye Bones Setup

We now need to ensure that the eye pivot-points are intialised.

Select each eye mesh in turn, then go to the hierachy tab of the toolbar, select 'pivot' then 'affect pivot only' then 'centre to object'. The pivot point of the eye mesh is now equal to the geometric centre of the mesh.

Make sure that you are in 'translate' mode, and note down the X, Y and Z coordinates of the eye mesh. Now, select the appropriate eye-bone, and translate it to this exact position.

The eye bones should now be protruding from the exact centres of the eyes.

We now need to go into the hierachy tab of each bone, and into the 'link info' section, and lock the relevant axis that the eye does not rotate in. In Sydney's case it is X. This will ensure that the eye doesn't rotate unnaturally in the socket.

 


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