bagginsbill opened this issue on Feb 27, 2011 · 94 posts
bagginsbill posted Wed, 02 March 2011 at 11:14 AM
My plan is to make multiple versions with different UV mappings so it can use various popular maps without having to scale the images in the shader. I did already make a shader for it where you can adjust the center and diameter for both the sclera and the iris. With this node setup you can make any texture work on the original BBEye. But making those adjustments is tedious.
Instead I'm producing multiple OBJ files, each with different UV layout.
The loader script is a pose file with nothing in it but a call to a Python script. So it's a Py-Pose file I suppose. So far I just have one OBJ for V4 mapping, and one OBJ for Antonia mapping. To load the V4 mapping, you double click the BBEye-V4 Py-Pose file. To load the Antonia mapping, you double click the BBEye-Antonia Py-Pose file.
You don't have to load the correct Py-Pose file for different figures - any will work on all figures. The choice is made entirely by which mapping style you want. You can load Antonia mapped eyes on V4 or M4 or Ryan or Alyson or V3 or Sydney or Jessie or James. You can do the same with V4 mapped eyes.
The loader script examines the eyes on the currently selected figure. It measures them and figures out where the center of rotation is for each. Then it loads the desired OBJ file for each eye, positioning the BBEye to line up with the figure's eye and parents the BBEye so it tracks movement and rotation of the original. It hides the original eye automatically. The next part I haven't done yet, but expect it will be workable. The script will examine the geometry of the figure's existing eye, and scale the BBEye to match automatically. I'm hoping to measure the existing iris as well, and scale the BBEye iris and cornea to match.
The final step I hope to do is examine the existing shader on the figure's real eye, locate the maps, and copy them into the BBEye shader.
Hopefully, if all goes will, the workflow is:
Load a figure.
Load some textures onto the figure.
Load the desired BBEye loader.
That's you you'll have to do.
If you want to change eye maps, you would:
Load some new textures onto the figure.
Click the BBEye Refresh pose file to copy the maps into the BBEyes.
I also already have pose files that hide the BBEyes and reveal the original eyes, and vice versa.
If I do this right, you'll even be able to load the BBEye on dogs, cats, horses, etc. You'll need to know which mapping to deal with, and if I don't have a mapping, you'll have to use the generic version with parameter nodes for adjusting the center and scale of the sclera and the iris in UV space.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)