Hi there,
I’m trying to make eyes looking to the camera.
I got my character made in cinema 4d, rigged in mixamo and everything is working properly but now I want to make eyes move, looking to the camera, but I can’t find a way to select both eyes and attach a “look at” node.
Anyone know how to solve this?
Here you can see the character setup
Can you actually separate the eyes from the rest of the body? Because if you cannot, then that means that the eyes are fused with the body. It’s all one thing.
Adding bones will not corrupt animations (if you do no reparent or change the hierarchy). Animations are just instructions on how bones should move through space (translate).
So should I add bones under the same skeleton tree?
Or should I add a new sketelon tree only for eyes?
I think the first one is more correct, right?
If I add bones here (below “Head” bone) it should work properly without affecting the animation?
What if I would like another solution such as separate the two models?
So I will have a model with the character with no eyes? Then how to attach to the head for correct movement?
I can remove the eyes from the body but not in unreal engine, in modeling software it is not a problem for me. But what then?
I modeled everything so it’s not a problem to have the character with eyes separated, but then how do I link them to the head bone for correct rotation?
And how do I orient properly eyes looking at a target?
I need to know as much as possible (your skill, experience, issues, etc.) before I can give an informed response.
What you would have to do is create EYE BONES that are parented by the HEAD BONE. You can look up BONE HIERARCHY to learn how to do this. If you change the hierarchy, then whatever bones are CHILDREN of the EYES will translate with respect to the eyes.
So, to reiterate:
Model Eyes
Edit skeleton to include EYE BONES that are attached to the HEAD BONE (If you modeled in another program like Blender, then you’ll need to look up SKELETON BONE HIERARCHY for that platform.)