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Author Topic: Eye Blink Animation Question  (Read 2999 times)

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Eye Blink Animation Question
« on: »
I was wondering...

Is there a way to remove the eye blinking animation on a character without opening up an animation editor?

Secondly, is there a way to remove the pupil that appears over the eye textures of character models, and how might that be accomplished?

So, having asked that, I recognize it kind of makes me sound like a psycho killer; here's my explanation. I'm working on creating a clockwork man character class - and robots don't need to blink, or necessarily have pupils.

Thanks for indulging me - I'm fairly new to modding, and I haven't been able to find information regarding eyes and eye blinking elsewhere online.

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Re: Eye Blink Animation Question
« Reply #1 on: »
Is there a way to remove the eye blinking animation on a character without opening up an animation editor?

Secondly, is there a way to remove the pupil that appears over the eye textures of character models, and how might that be accomplished?
Well, I think the easiest way - to change a character 3D model. It is necessary to remove eyelids and pupils.

Re: Eye Blink Animation Question
« Reply #2 on: »
If you need help, I can make a model. There are some nuances with variable different heads, but if you plan to use only one appearance, it is quite simple.

Re: Eye Blink Animation Question
« Reply #3 on: »
Technically, you should do something like this:
http://forums.runicgames.com/viewtopic.php?f=47&t=60172&p=496180&hilit=scar#p496180
This scar more difficult task, but the same principle.

Re: Eye Blink Animation Question
« Reply #4 on: »
Moreover, my "Faceless" do not have eyelids and pupils.  :)
http://torchmodders.com/forums/kva3imoda's-playground/(new-race)-a-playable-faction-'faceless'/
These heads can be used for your ideas.

Re: Eye Blink Animation Question
« Reply #5 on: »
Thanks for getting me started! It will take me a while to get serious about learning animation and mesh making, but its nice to know how it works when I finally get to that point.

Right now, I'm still acquainting myself with GUTS and the way code works in TL2, but as my project progresses, I have a feeling I won't be able to stop myself from delving into animation and mesh making. Or at the least, getting my feet wet.   

By the way, I just got done checking out the work you've posted - what you do is absolutely amazing! The Faceless are great - not to mention the terminator knight or the deployable cannon on the predator! Just. Wow.

I would be honored to have a model from you - though I don't think I'm worthy of it yet!
All I have to show so far are two working custom missile skills ("Internal Mounted Wrist Bolters" and "Bladed Disc Launcher"), three passives, and a half finished shoulder mounted laser cannon skill. (I've got all the particles and layouts done, now I just have to put them together.)

I've got a long way to go to fill out all the skill trees, but its getting easier, and slightly faster, as I'm learning more.


Re: Eye Blink Animation Question
« Reply #6 on: »
It was getting on my nerves that my mechanical man blinks at me while I'm testing things. :)

I've re-textured the face a gold color with little screws in it to make it look like a face mask, and he blinks at me, and I knew I had to some day find a way to make that stop.

Re: Eye Blink Animation Question
« Reply #7 on: »
If I'm not mistaken, a "blink" is part of an animation that pulls some mesh-part over the eye-part for a split-second. That mesh-part has to be calling a part of the texture file that is all flesh-colored.

If you can find that part on the texture file and revise it so it's the same as the eye-part, it should look like he didn't blink at all.

@Kva3imoda am I right on this?


Re: Eye Blink Animation Question
« Reply #8 on: »
@Kva3imoda am I right on this?
Technically, eyelid should be transparent. But if you look closely on the image with the scar, you can see that the eyelid UV is located slightly above eyes. This means that you can not do this transparent, otherwise you get holes in the face. Therefore much easier to remove these eyelids.  :)

Re: Eye Blink Animation Question
« Reply #9 on: »
For Immortals I removed all unnecessary -  eyelids and pupils, also I removed a movable jaw. Now a face motionless as a mask. Change animations is no need, everything works fine without it.
« Last Edit: November 29, 2015, 10:53:11 pm by Kva3imoda »

Re: Eye Blink Animation Question
« Reply #10 on: »
I wondered if there was a way to do it with code after looking at the wardrobes file, where it says something about "add eyes" and "remove eyes."

It's good to have a definitive answer about this. Thanks a ton!

Re: Eye Blink Animation Question
« Reply #11 on: »
I wondered if there was a way to do it with code after looking at the wardrobes file, where it says something about "add eyes" and "remove eyes."
This will not work for standard models. Because the wardrobe "eyes" is a certain area of a head, which is equal to half of the face.


 

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