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Participating Frequently
April 24, 2017
Answered

Single recording track for eye gaze and face properties for multiple head positions

  • April 24, 2017
  • 1 reply
  • 1646 views

How can I set a single recording track for eye gaze and face properties (specifically eye lid control) on multiple head positions?

Right now I am selecting all my of head positions and adding face / eye gaze properties to each position which adds a lot of recording layers which makes it confusion to animate

Thanks!

    This topic has been closed for replies.
    Correct answer Jeff Almasol

    I actually don't need the feet for that- I was just wondering if it worked with the walk property. It would be great to press up arrow and just have him bob up and down.

    The puppet you uploaded does work.

    The right eye is broken on the 3/4 view- any idea why?

    So all you did was add the face / eye gaze properties on the left / right profiles ?

    Its weird that doing that didn't work for me:/


    > The right eye is broken on the 3/4 view- any idea why?

    I think it's because your Right Eyelid Bottom groups are not warp independently (with a crown).

    > So all you did was add the face / eye gaze properties on the left / right profiles ?

    I moved the Face & Eye Gaze from the top level onto the Frontal, Left Profile, and Right Profile groups just within Macx (i.e., the ones that Walk is looking for). Then, I applied the five tags (Frontal, Left Profile, Left Quarter, Right Profile, Right Quarter) to each of those view's Head subgroups (i.e., "Front" and the others that you have 1/2/3/4 key triggers on). And, I removed the extra Fixed handle at the chest. I believe that's all I did.

    1 reply

    Jeff Almasol
    Adobe Employee
    Adobe Employee
    April 24, 2017

    Are you adding Face and Eye Gaze to each head because you need to have view-specific differences in their settings? If not, you should be able to just have Face and Eye Gaze higher up in the puppet hierarchy (e.g., at the root of the puppet) and that should only create one set of Face and Eye Gaze recordings.

    If you do need view-specific settings, their recordings would be separate tracks in the Timeline, but you could have top-level Face and Eye Gaze that has the defaults for all of the views, then only add Face and/or Eye Gaze to specific views that need to have different ones from that.

    Participating Frequently
    April 24, 2017

    No I do not need view specific differences in most cases. I rather not add them to each head.

    I added a face / eye gaze to my root (aside from the default ones) and it still only works on my forward facing head.

    layer names for my other heads are:

    Side Right (1!)

    3-4 Right (2!)

    3-4 Left (3!)

    Side Left (4!)

    Is there a problem with the way I named them?

    Participating Frequently
    April 24, 2017

    Does this version of the puppet work? If I trigger any walk profile or head turn within each, I can still control the Face and Eye Gaze.

    https://adobe.ly/2q7CsdY

    Or do you mean in some other way?

    As for frontal bob up/down... are you wanting the puppet to walk torwards to away from you? If so, the current Walk behavior only has support for left/right movement at this time. Or if you only need the upper body to bob up/down without the feet moving (e.g., if the feet are outside of view), you might be able to simulate it with a Breathe behavior that has just a vertical Offset, but I'm assuming you need the feet to move as well? If so, I'll add a feature request for that.


    I actually don't need the feet for that- I was just wondering if it worked with the walk property. It would be great to press up arrow and just have him bob up and down.

    The puppet you uploaded does work.

    The right eye is broken on the 3/4 view- any idea why?

    So all you did was add the face / eye gaze properties on the left / right profiles ?

    Its weird that doing that didn't work for me:/