Hello everyone. I’m not sure I’ve posted in the right forum, but here goes.
I’ve made a Sonic the Hedgehog model, and I’m having difficulty figuring out how to constrain the movement of his pupils onto his eyes. What I want to happen is that, no matter where I move the pupil, it will rotate to face the origin of the eyeball mesh, and wont be able to be moved past the eyeball mesh.
If an illustration or image is required, please just let me know!
While I’m at it, I also would like to know how to control the movement of both eyes with one control box. Someone once described it to me as a “look at” function but…they never really explained it well. And their explanation was in the context of 3dsmax
right now my internet speed stupidly slow but i’ll post a youtube video and alink on how you’d get an eyetracker working and i’m looking into a few ways u could rig up sonic’s eye right now, i’ll try to send some demo rigs for his eye’s as soon as i can
heres the video on doing sonic’s actual eyes, i’ve also put a blend up so you can actually see what it was i did. i’d spend more time with it but i’ve got college courses right now so this should give a good foot hold on how to rig up sonic’s eyes. one thing i didn’t mention in my youtube vid was limit rotation contraints