chrismweb

For eyes that move all the way to the left or right- but seem "masked" inside the eye area- what is the best way to do it?

The best way I can think of is having the head texture have holes cut out for where the eyes go- and have the eyes(pupils/ irises) placed behind the head texture, so they can move behind it and look "masked".

Is that the best method for a variety of different eye animations (looking around, blinking by changing out the graphic, ect)?
사용자 아바타
chrismweb
  • 전체글: 135

Erika

Depending on your style it could be, another method could also be to have different sets of eyes or just having the pupils on top and deforming those. It depends if you value more being able to turn the face of the character or the expressivity. :)
I don't think many put holes in the head of the characters, but I've seen some nice examples of pupils with transform constraints such as here: Allow influence percentage of influence to be over 100?
사용자 아바타
Erika

Erikari
  • 전체글: 2588

chrismweb

Awesome, thanks! Yeah, deforming the pupils could achieve a nice effect :D (I had been looking at this one for using the eyes in a cut out head: Spine - Skeleton Utility - Eye Constraint - YouTube)

Do you think it's possible to have the pupils/iris follow the cursor in a runtime(Unity) this way?

I guess I could have positions for top,left,bottom, right, and mix them to make it follow the cursor?

I need to find more tutorials on doing stuff with the runtimes (a lot of things don't work "right"- like combining multiple animations, or transitioning animations- have some odd behaviors that have to be fixed by putting keys everywhere, or nowhere).
사용자 아바타
chrismweb
  • 전체글: 135

Erika

Yes, I think you can, but I've never tried it myself yet so I'm afraid I can't suggest the best practice. (also, I'm just an animator, coding is obscure magic to me)
사용자 아바타
Erika

Erikari
  • 전체글: 2588

jhonatanssilva

hey Erika!
is it possible to clip the object (iris) like we do on affinity designer? this is an example of what I'd like to do on using spine.
would be awesome to have this kind of clip by the image shape.

I'm struggling to use the clipping standard function on spine, since you need to place the polygon points...

I see there are some limitations about the image editing on spine.
but I was thinking in a kind of system that works exactly like the "MESH trace for the images" but for this time for tracing clipping mask,
which allows the objects inside of this mask displays the layers inside, like affinity designer does.

I'm not coder but re-using the same mesh system for mask, I hope that make sense.
let me try to upload an example here

cheers!

Jhonatan
jhonatanssilva
  • 전체글: 2

Erika

Hello Jhonatan!

I am not sure about the way you clip the iris in affinity designer, but I'll assume you have the sclera placed above the face and clip the iris to stay within it.

Now, that is a way to go in illustrations, but the problem with clipping can be a very expensive operation, especially if you use dense mesh attachments. Clipping has to be implemented CPU-side in all runtimes to be compatible, as most engines do not support direct stencil buffer access or masking.
Clipping - Spine User Guide

Therefore I would suggest considering different routes such as:

- Cutting holes in the face to put the irises behind it.
For example, I used this to rig the painting of an elderly lady, filed available for download here: Spine: Twitch: video 24kNQivHVVo

- Covering the iris with separate eyelids images so that they cover enough space to not let the iris be visible outside of it
Here's a beautiful example by Arman: https://twitter.com/WArmanW/status/1171089653992235009

- Scaling the iris down when it reaches the side to avoid making it go out of the boundaries of the eye, or placing a limiter (or both!)
here's a blog post about creating a setup that keeps the iris always inside the eye: Blog: Distance limit setup for eyes

The mix-and-match example project does something similar by lowering the influence on the iris so that it stays more in the middle of the eye:

Spine: Tips: 2 eyes
Mix and Match example

I know this limitation requires a shift in the way one thinks of buiding their character, but considering the result is a great optimization, and you can combine the above suggestions, I'd say they are very worth exploring!
사용자 아바타
Erika

Erikari
  • 전체글: 2588


다시 돌아감: Editor