Setting Eye Movement Data (New for 5.4)

In the Eye tab of the Expression Editor, you are able to set the transformation limits of the eye bones. After these settings have been defined, the character can have eye-rolling movements in iClone.

*Please note that the morphing sliders are not activated in this page in order to prevent unexpected results.

  1. Make sure the eye bones have been correctly mapped during the characterization procedure.
  2. Click the Expression Editor in the Face Setup section and switch to the Eye tab.
  3. Click on one of the thumbnails in the list.
  4. By default, both eye bones will be automatically selected. If not so, then manually select both of the eye bones.
  5. Switch to the Rotate Object button and rotate the eye bones to the desired limit according image in the thumbnail icon.
  6. Click the Set button to save the data into the thumbnail.

    Note:

    • You must click the Set button to keep the desired result, otherwise the data kept in the thumbnail will not be updated.
    • You may press down the Auto button to automatically update the data after each adjustment you make.
    • The thumbnail in the Both Eyes section controls the rotation of the both eyes. Its data equals to the combination of data from the thumbnails in the Left Eye and the Right Eye sections.
    • If you want to fine-tune individual eye bones, then select the thumbnail in the right or left eye sections and use the rotate object tool to set the turning angle of the eyeball.

      Fine-tuning one eye.

    • If you are setting one of the eye bones, you may press the "\" key to temporarily preview the rotation result for both eyes.

      Press the "\" key to preview the rotation result for both eyes.

  7. Repeat the step until all the thumbnails in this page are set with adequate transformation limit data for both of the eye bones.
  8. After exporting the character to iClone, the character's head can be animated via the Facial Puppeteering and Face Key panels.

    Eyes rolling.