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[Closed] Cartoon Eyes – Auto "Squash and Stretch" Pupils

Hi, here´s something I didn´t see in 3d yet and I think is very cool in 2d animations… squashing pupils.

In old 2d animation this kind of stuff was used for simulating motion blur and velocity, nowadays its not necessary since late 3d softwares are full of features to achieve real motion blur.

Well, I still like the old fashion way and here´s my attempt to recreate this effect with an automatic rig, so this way the animator just have to create keys for the “look at control” and the rig will create the squash based on the eye velocity.

Animators + riggers out there are welcome to give a feedback if this is usefull
Thanks a lot

YouTube link:
http://www.youtube.com/watch?v=qyfrNpSNars

11 Replies

That’s quite cool actually! Needs a bit of tweaking perhaps as some of the squishes are a bit extreme, but niec effect. Is the amount of squish based on velocity?

 PEN

Very nice, now you need to share how you have done it? Well done, I love the effect.

brilliant, as usual fabio. :bowdown:

That is really cool – and really useful too!

Hi guys, sorry the late reply.

  Hi dave :) yes, the amount of squash is based on velocity. I´m improving this setup in my free time to put another coll stuff on a eye rig :)
  
  About the rig, theres nothing too fancy: 
  1) The eyepupil its a separated mesh
  2) I´m doing the squash scaling one axis "Y" and counter scaling "X", theres no need to use "Z"
  3) The complex part is to align the eyepupil to the traveled direction, for that I had to create a new matrix3 value each frame using vectors.
  4) The result geometry is projected into the eye and then it´s always on the surface.
  
  The major issue till now it´s the viewport fps, I´m using scripted controllers referencing nodes and controllers and I guess this is not the best approach.
  
  I´ll try to do the same stuff with weak references and the pupil will be just a texture.
  
  Heres another test, I changed the eyePupil shape, now it looks like a little comet and it is possible to animate or just set a treshold for the velocity.
  Ex: the eyepupil will only stretch after it reachs a certain velocity pre determined.
  
  [ http://www.youtube.com/watch?v=W7ojrbdXfrk ]( http://www.youtube.com/watch?v=W7ojrbdXfrk) 

Thanks everyone for replying

Wow, I´ve got some free time today

I did some improvements:

  1. Velocity treshold
  2. Eye Squash
  3. EyePupil shape selection
  4. EyePupil dilatation
    And another ones for materials

Heres the UI:

And a little test animation to see what can be done.

http://www.youtube.com/watch?v=HRTh0cPNCuI

Thanks, any crits are welcome

great improvements, that velocity threshold has really improved it! looks a lot of fun!

How are you planning on getting the texture to change into those shapes?

Hi Moss, I did some “material ids” for the eye itself, the eyepupil will not change material.
I´ll just animate a material modifier aplied to the eye obj.

I want to make some kind of hypnotised material, like in this example:

http://www.youtube.com/watch?v=2Cz4kktxlj0

the proplem is that the way I set up this rig I could not make the eye geometry “look at” to the same point obj the pupil does. So I have to write some kind of lookat script controller for the uvwMap modifier.

As you see in the youTube link above, eye geometry is still, but the material on it is sliding facing the lkat control.

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