Maya Tutorial: Binding Tips for Cartoon Blinking Eyelid
In this Maya tutorial which is organized by the best cloud rendering services provider and render farm, Fox Renderfarm, you will learn the expressions of binding tips for cartoon blinking eyelids.
Following the logic, assuming that blinking is a fairly quick and easy thing, then it can be set up with two different shapes. One is the opening of the eyelids and the other is the closing of the eyelids. In this article, we will use an Expression that makes the front-most bone rotate and drive the bones behind it to rotate together, thus achieving the effect of gradually covering the eyeball.

1. Purpose
It is important to understand that the purpose of this is to create a relationship between the null values, so that when you move one of the end controls, the other nulls will automatically shrink.

2. Steps
JNT1 will complete a parentConstraint with the selected controller.

Also apply expressions to JNT03, JNT05, JNT07 respectively.

Be aware of the hierarchical relationship between the bones. Each bone needs to be independent. However, the root positions are completely overlapped together.

Now whichever bone's percentage is changed, the other one will automatically follow. This is because our controller is bound to the bone JNT01. This also means that the rotation of this bone needs to drive the three bones behind it to rotate together.

3. Specific Expressions
Based on this requirement we need to write a simple set of expressions as follows.
B.rotateZ = A.rotateZ * 0.75;
C.rotateZ = A.rotateZ * 0.50;
D.rotateZ = A.rotateZ * 0.25;
What this set of expressions means is that the value of BCD.rotate depends on the value of A.rotate multiplied by different percentage values. These percentages are the overlap and the farthest rotation angle that can be accomplished when controlling the rotation angle when eventually A.rotate overlaps on BCD.rotate. So we put a limit on the number of rotations that can be done for each bone.

Eventually you get the following set of expressions (you can replace the name with ABCD)
Eyelid_Upper_JNT03.rotateZ = Eyelid_Upper_JNT01.rotateZ * 0.75;
Eyelid_Upper_JNT05.rotateZ = Eyelid_Upper_JNT01.rotateZ * 0.50;
Eyelid_Upper_JNT07.rotateZ = Eyelid_Upper_JNT01.rotateZ * 0.25;
That’s all!
Fox Renderfarm hopes it will be of some help to you. As a powerful Maya render farm, we are dedicated to providing cloud rendering services in the CG industry. If you are looking for a fast rendering solution for your 3D software, try Fox Renderfarm! We offer a free $25 trial for new users. Thanks for reading!




