The eyelids controllers
A blink of an eye. That's a pretty fast action, but the mechanics behind it may require some thinking by the rigger to be applied correctly. With careful weight painting, some constraints and bones correctly positioned, we can accomplish good results.
How to do it...
Open the file
003-Eyelids.blend
from this book's support files. It's a head with some bones already set up for the eye's tracking. That's exactly what you would end up with in the previous recipe.Select the armature and enter into Edit Mode (Tab). In side view (Numpad 3), select the base of the
Eye.L
bone , press Shift + S, and pick Cursor to Selected in order to move the 3D cursor to that position.Add a new bone by pressing Shift + A, and move (G) its tip roughly to where the upper eyelid makes contact with the eye. Name that bone as
D_UpEyelid.L
. With its tip selected, extrude (E) to create another bone. Select it, name it asT_UpEyelid.L
, remove its parent relationship by pressing Alt + P and choosing...