#handling eye physics

5 messages · Page 1 of 1 (latest)

burnt arch
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thought i'd ask since i'm unsure -- if we have separately trackable eyes, how do i handle the physics? should i have it so that the physics handle one eye's input only and that affects both, or should i make it so that each eye has individual physics - which seems a bit overkill?

mild iron
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I need help with eye blinking physics, I'm doing the left eye, so I've rigged it and all but once I go to physics the eye ball doesnt stay in one place. I've fixed that by stopping the play motion but then it wont blink- It's just the wiggle animation, even if it does blink, it's too fast- really very fast. It's no proper blinking fsr. I watched a few videos- I re-did the parameters but that didnt help (the EyeL open parameter)

distant latch
distant latch
thin terrace
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Technically anything that is separately trackable would be better off having their own physics group