Step
1
Create
your helper object. Which kind to create is a completely personal
preference. You can use geometry, splines, or Max's ready made
helpers. I prefer the Point helper myself.

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Step
2
Go
to the Motion panel, expand the Assign Controller menu,
select Rotation, and click on the Assign Controller button
(the question mark).

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Step
3
Select
Orientation Constraint from the list.

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Step
4
Scroll
down the panel and select the Add Orientation Target button,
and then select the helper object as the target. The eye might rotate
after you select the target, but this is normal. Go to the next
step to fix this.

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Step
5
Scroll
down further and check the Keep Initial Offset box. By the
way, if you get into the habit of creating all your objects in the
same viewport you won't have to do this step. But I tend to create
new objects in whatever viewport I happen to be working in at the
time, so I'm glad this check box is available.

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Step
6
Now
go back to step 2 and repeat for the other eye. Once they're both
set up you can animate the helper object and it will then animate
both eyes for you. Keep in mind that you can place this object anywhere
in the scene, at any size you want.

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This
technique is pretty straight forward to set up and is very easy to animate
with. I like to place the helper so that it's kind of floating over the
head, and then link it to the head so that I always know where it is when
I'm animating.
Click
here to go to the next technique...
Click
here to go back to the "Eyes" page...
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