# Human Progress

**URL:** <https://blenderartists.org/t/human-progress/1143224>\
**Category:** Works in Progress\
**Tags:** modeling, rigging, texturing, characters, animation\
**Created:** [January 18, 2019, 3:32pm UTC](https://blenderartists.org/t/human-progress/1143224 "2019-01-18T15:32:33Z")\
**Posts on this page:** 1\
**Showing post:** 74

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**Author:** ![ChrisJones](https://blenderartists.org/user_avatar/blenderartists.org/chrisjones/32/957234_2.png) [@ChrisJones](https://blenderartists.org/u/ChrisJones)\
**Post date:** [May 4, 2019, 1:47pm UTC](https://blenderartists.org/t/human-progress/1143224/74 "2019-05-04T13:47:45Z")

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Thanks @poly2poly2

Another couple of key challenges solved (in the space of a day no less!), and now I have the eyes rigged. Must be time for some more show and tell!

![Human%2017o%20Eye](https://blenderartists.org/uploads/default/original/4X/a/b/2/ab2d590b91c16aa73187473a0631c20df25aad8c.gif)

The eye rotation is a fairly straight forward tracking affair, with the addition of eyelid bones that have Copy Rotation constraints with a low influence, so that they appear to drag. The blinks required a more… convoluted approach.

I wanted to reproduce the [technique I used in my Lightwave rig](https://forums.newtek.com/showthread.php?137719-Human-Progress&p=1366530&viewfull=1#post1366530), which involves a chain of non-linear morphs (shape keys) driven by a single control. The equivalent method in Blender is to make an action and then use a control to “scrub” through the action via an Action Constraint, but since the Action Editor doesn’t seem to recognise shape keys I had to drive the shapes with bones and make an action for the bones instead.

Here’s a simplified version of this concept with one of the up/down bones driving a 45° bent stick shape, and the other up/down bone driving the 90° bent stick shape. The bone I’m rotating is scrubbing back and forth through the pre-made animation of the other two bones.

![Non%20Linear%20Shape%20Keys](https://blenderartists.org/uploads/default/original/4X/d/3/d/d3d1a8bb6a402bcbdef86feb675c76bcec5547c2.gif)

[Non-Linear Shape Keys 1a.blend](https://blenderartists.org/uploads/default/original/4X/6/7/8/6781abbbc43c3fc5bd50eee9484a6b37af0992a1.blend) (572.6 KB)

Curiously, in order to achieve a non-linear transition between the shape keys I had to add an extra keyframe at either end of each shape’s F-curve and set the handle types to Automatic so that the start and end of the curves overshoot their 0 state (for this to work the minimum range of the shape keys needs to be at -1). I have no idea why this works, but it corresponds with my results in LW.

Here’s the full diabolical contraption in action:

 ![Human%2017n%20Blink%20Rig](https://blenderartists.org/uploads/default/original/4X/9/7/d/97dda3774a848a76e22d27395df4f494e216364e.gif)

So in all there are two controls for the eyes: one for the blinks, and one for the eye rotations.

Here ends today’s lesson. 👨‍🏫

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