
So I realize creating eyelashes and getting the eyelashes to move with the eye blinks require techniques.
Lest I forget, I'll record the steps that I painstaking gathered from various sources.
Creating eyelashes:
- Create poly planes for each of top and bottom eyelashes.
- Use eyelash file texture for color attribute, and invert the eyelash file texture (using Photoshop Image>Invert) for transparency attribute.
- Set Color Balance>Color Offset to brown (brown eyelashes for Anna!), Color Balance>Alpha is Luminance enabled, and Effects>Filter to 0 for both color and transparency file texture
Moving eyelashes:
- Use set driven key (from Will: use separate blendshape for eye and each if 4 eyelashes planes and then do a set driven key)
- See also reference [1] for the concept (though in this reference eyelash clusters are used rather than poly plane with transparency)
Ok, the idea is:
- parent eyelashes to head joint (plane or cluster group)
- driver: blendshape of eyes (e.g. blink, lowerEyeLidUp, eyeWide)
- driven: blendshapes of each of top R/L, bottom R/L eyelashes
i.e.
blendShape1 eyes blendshapes (blink_L/R, lowerLidUp_L/R, eyeWide_L/R)
blendShape2 upper eyelashes left (eyeLashesTopBlink_L, eyeLashesTopEyeWide_L)
blendShape3 bottom eyelashes left (eyeLashesBotBlink_L, eyeLashesBotLowerLidUp_L)
blendShape4 upper eyelashes right (eyeLashesTopBlink_R, eyeLashesTopEyeWide_R)
balendShape5 bottom eyelashes right (eyeLashesBotBlink_R, eyeLashesBotLowerLidUp_R)
Note:For eyelashes to work properly for Blendshapes - need to first freeze transformation of each eyelashes plane.
References:
- Ratner P., 3-D Human Modeling and Animation p297-300
- Autodesk, Learning Autodesk Maya 2009, The Modeling & Animation Handbook, p350 on Adding targets to blendshape