Wednesday, August 13, 2014

Using The Local Axis to Rotate

In particular we're going to use the local axis to rotate the eyes after the rig has been positioned. We'll also be rotating them identically so the eyes are pointing in the same direction.

To start with we're going to open the joint tree to make selecting the eye joints easier. If you prefer just to click on the eyes until you get the joint, that's just fine too. If you do, skip this part.
Locate the afrig branch on the tree on the right of the screen. Your screen probably won't look just like mine, and that's okay.

Click on the plus signs next to the joints until you come to HeadNew, then look for the EyeArea branch.
Click on the plus signs to expand those. You'll probably need to scroll up down/left right to get there.

I'm going to put my rig in a really quick pose, please excuse it, I did it in like 3 minutes. So it's pretty unpolished.
As you can see her head is tilted and rotated and she's not looking at whatever it is that's in her hand. If I wanted to move the eyes here, I certainly could but it would be kind of sloppy and there's a possibility I'd make her cross eyed.

(Now there's something in her hand for her to look at,) I'm going to show how to move the eyes left/right first. Select whichever eye you'd like to begin with either by selecting the joint on the tree, or by clicking the joint on the rig.

Usually for left/right rotations you want to rotate your joints along the Z axis. But if I go to top down view to make sure I do that I can't see her face to know if I've rotated enough/overmuch etc. Also, since her head is tilted I wouldn't be able to get both eyes to rotate the same direction. However, I am going to start by hitting 'R' and then the 'Z' keys on the keyboard. You will know that axis is selected because the blue line will appear and it will also tell you you are rotating along the z in the lower left. Notice it says global. We don't want global. So hit the 'Z' key one more time.

You will see that the blue line moved to line up with where the eyeball is now. Viola. You can change the orientation of the axes to Local, Normal or Gimbal in one of the menus, but this works just as well.
Again, you'll see in the lower left that the Z axis is local instead of global. You'd rotate the eyeball however much you'd like, making note of the degree of rotation (if you want the right eye to be the same, it's in the lower left) and then rotate the right eye in the same way.


To rotate the eyes up/down it's basically the same, except for this one you can select both eyes at the same time and do it only once. Select the eyes, hit r, hit x and then hit x again.

Your axis will change and you can rotate the eyes up or down.

At 8 degrees (I typed it in instead of free handing it) she's looking at the envelope.

You can check your work if you'd like. I left her eyes looking a little bit over the envelope on purpose since I'd be posing for a story and so want the viewer to see her face and eyes from a shot that's not so low to the ground.

I hope that's a little bit useful! It's also an incredibly easy method to use for hands (select all the knuckles in a line, r,z,z, rotate, alt+g and then move to the next row) and a great way to make changes in a way that allows you to better see what you are doing and to make sure you're not over/under rotating.

Sunny's Amendment: Working in Blender tonight and I notice that when I hit z,z it's doing what it usually does when I hit y,y. So experiment and watch your axes to find the right one to move the joint in the direction you'd like.