Step
1
You
really need to be able to change the size of the pupils if you
want that extra bit of emotion for your character. This is used
to great effect in anime films. The pupils get really small when
someone is in a rage, and really big when someone is sad or feels
helpless.
First
thing to do is to select the eye and go into sub-object mode and
select the vertices surrounding the pupil. I also like to create
the eye as a poly object and then set the vertices to be constrained
to Edges in the Edit Geometry sub menu. This way
the actual shape of the iris won't change as you change the size
of the pupil. If this doesn't make any sense to you, don't worry
about it. It's not necessary for this to work.

|
|
Step
2
Now
add a LinkedXForm modifier, but make sure you don't leave
sub-object mode.

|
|
Step
3
We'll
leave the eye for a second and create a Dummy object to link
the LinkedXForm modifier to. Make it about the size of the
pupil, but it doesn't have be any exact size. Position is extremely
important though. You want the center of the Dummy to be
centered in the middle of the pupil. Just remember that the pupil
is going to scale from the center of the Dummy, so if it's
off to the side weird things are going to happen when we're done
with this set up.

|
|
Step
4
So
now go back to the eye, make sure the LinkedXForm modifier
is highlighted, click on the Pick Control Object button,
and select the Dummy you just created. You'll notice that
if you scale the Dummy now that the pupil will grow and contract.
This is a good way to test the location of the Dummy before
we do all the wiring.

|
|
Step
5
We're
done with the eye, now we'll add a Custom Attribute (CA)
to the helper object controlling the eyes, like we set up in the
previous lessons. Use the settings show below and click Add.
I went over the parameters in more detail in the last
lesson.

|
|
Step
6
Right
click on the helper object and navigate to the Pupils CA
in the sub-menus of the Custom Attributes menu.

|
|
Step
7
Without
clicking on anything else first, click on the Dummy.

|
|
Step
8
And
navigate to the Scale property of the Dummy.

|
|
Step
9
When
the Parameter Wiring window pops up, set the parameters like
I have below. Here's an explanation of what's going on:
The
Control Direction determines what controls what. And since
we want the Pupil spinner to control the scale of the Dummy,
and not the other way around, we choose the arrow that points from
the helper object to the Dummy.
The
expression is in the format [X, Y, Z], and tells Max how to scale
the Dummy object based on the input from the spinner. Since
we set up our spinner to go from 0 to 1, then the Dummy will
be scaled from 0 to twice it's size (1*2=2), which will then drive
the pupil itself to go from 0, or disappear, to twice its size.

|
|
Step
10
Now
go back to Step 1 and repeat for the other eye. And there you have
it. You can safely hide the dummies, since you don't need to actually
manipulate them directly. Select the helper object and play with
the spinner to watch the eyes go all crazy now.

|
This
is the kind of thing that will really set your animation apart from the
crowd. It's the little added extras that really make a character come
alive. The technique itself is more complicated to set up, but well worth
the results.
Click
here to go back to the "Eyes" page...
|