Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Separate eyes #30

Merged
merged 2 commits into from Apr 30, 2019

Conversation

Projects
2 participants
@chris-lesage
Copy link
Contributor

commented Apr 28, 2019

Changes to rigbits/facial_rigger/eye_rigger.py

  1. The blink attributes, curves and blendshapes have been split, so now there is an upper blink and a lower blink that can be animated independently. The original .blink attribute still exists, to help with backwards compatibility.

  2. Now there is also a clamping effect, so that upper blink takes priority over lower blink. The lower blink cannot blink higher than the upper blink. (If the rigger or animator needs to push the eyelids closer together, they can set blinkMult higher than 1.0)

chris-lesage added some commits Apr 28, 2019

Added in upper and lower blink attributes
Adds in an extra lower attribute and curve and blendshape, so that the upper and lower blinks can be animated independently of each other.
Adds blink clamping
The blink clamping has been added. Now the lower blink can never blink higher than the upper blink. Upper blink takes priority over the lower blink.
@miquelcampos

This comment has been minimized.

Copy link
Member

commented Apr 28, 2019

Thank @chris-lesage I will check and merge this ASAP.

@miquelcampos miquelcampos added this to To Do in mgear 3.2.0 via automation Apr 30, 2019

@miquelcampos miquelcampos self-requested a review Apr 30, 2019

@miquelcampos miquelcampos merged commit 10a829b into mgear-dev:master Apr 30, 2019

mgear 3.2.0 automation moved this from To Do to Done Apr 30, 2019

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.