Eye Position Setup
< Ja(Redirected from Eye Position Setup:ja)
This article needs more links to other articles to help integrate it into the encyclopedia. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
実行形式のキャラクターモデルをコンパイルする前に、目の位置のデータ設定を行う必要があります。後でモデルを編集したときでも、目の位置が変わらなければこれらの設定を変更する必要はありません。 これは女性モデルの1つにおける目のデータです:
//start eye/face data $eyeposition 0 0 70 // head controllers $attachment "eyes" "ValveBiped.Bip01_Head1" 0.002 -3.6165 65.0652 absolute $attachment "mouth" "ValveBiped.Bip01_Head1" 0.10 -5.70 0.00 rotate 0 -80 -90 $attachment "chest" "ValveBiped.Bip01_Spine2" 4.00 4.00 0.00 rotate 0 95 90 $model female_06 "female_06_reference.smd"{ eyeball righteye "ValveBiped.Bip01_Head1" -1.2783 -3.6165 65.0663 "eyeball_r" 1 4 "pupil_r" 0.63 eyeball lefteye "ValveBiped.Bip01_Head1" 1.2823 -3.6165 65.0642 "eyeball_l" 1 -4 "pupil_l" 0.63 eyelid upper_right "female_06_expressions" lowerer 1 -0.2275 neutral 0 0.1475 raiser 2 0.2559 split 0.1 eyeball righteye eyelid lower_right "female_06_expressions" lowerer 3 -0.2879 neutral 0 -0.2046 raiser 4 -0.0462 split 0.1 eyeball righteye eyelid upper_left "female_06_expressions" lowerer 1 -0.2275 neutral 0 0.1475 raiser 2 0.2559 split -0.1 eyeball lefteye eyelid lower_left "female_06_expressions" lowerer 3 -0.2879 neutral 0 -0.2046 raiser 4 -0.0462 split -0.1 eyeball lefteye mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination flexfile "Female_06_expressions" { $include "../../standardflex_xsi.qci" } $include "../../facerules_xsi.qci" $include "../../bodyrules_xsi.qci" } //end eye/face data
QCEyesアプレットを使って目のデータの出力を行うことも、以下の説明をみて自分で計算することもできます。 注意: 手順をはじめるまえに、目のために用意した球体を正しい位置に移動させて全ての変換をフリーズ(Freeze All Transforms)してください。 モデルの目の位置データを得るには、以下のようにしてください: 1. それぞれの目の中心点の座標をの3軸全てについて調べてください。(まず目の球体の全ての変換をフリーズ(Freeze All Transforms)するのを忘れないでください)
Righteye_center_X Righteye_center_Y |
|
Righteye_center_Z | |
Lefteye_center_X Lefteye_center_Y |
|
Lefteye_center_Z |
2. それぞれの目のまぶたの初期状態、上がった状態、下がった状態の位置のY座標を調べてください。(キャラクタが対称の場合、1つの目の位置のデータをもう片方の目に適用できます。)
3. Once you've acquired the position data for the eyeballs and eyelids, as listed above, you'll need to do some simple arithmetic to get the following values: 上のリストにあるような眼球とまぶたのデータを記録したら、簡単な計算をして、以下の値を求めてください:
X_avg_pos |
Righteye_center_XとLefteye_center_Xの平均 |
Y_avg_pos |
Righteye_center_YとLefteye_center_Yの平均 |
Z_avg_pos |
Righteye_center_ZとLefteye_center_Zの平均 |
R_lid_up_hi |
Right_upper_hi - Righteye_center_Y |
R_lid_up_def |
Right_upper_def - Righteye_center_Y |
R_lid_up_lo |
Right_upper_lo - Righteye_center_Y |
R_lid_low_hi |
Right_upper_hi - Righteye_center_Y |
R_lid_low_def |
Right_upper_def - Righteye_center_Y |
R_lid_low_lo |
Right_upper_lo - Righteye_center_Y |
L_lid_up_hi |
Left_upper_hi - Lefteye_center_Y |
L_lid_up_def |
Left_upper_def - Lefteye_center_Y |
L_lid_up_lo |
Left_upper_lo - Lefteye_center_Y |
L_lid_low_hi |
Left_upper_hi - Lefteye_center_Y |
L_lid_low_def |
Left_upper_def - Lefteye_center_Y |
L_lid_low_lo |
Left_upper_lo - Lefteye_center_Y |
4. 目の位置のデータを以下の書式にまとめます:
//start eye/face data $eyeposition 0 0 70 // head controllers $attachment "eyes" "ValveBiped.Bip01_Head1" X_avg_pos Z_avg_pos Y_avg_pos absolute $attachment "mouth" "ValveBiped.Bip01_Head1" 0.10 -5.70 0.00 rotate 0 -80 -90 $attachment "chest" "ValveBiped.Bip01_Spine2" 4.00 4.00 0.00 rotate 0 95 90 $model female_06 "female_06_reference.smd" { eyeball righteye "ValveBiped.Bip01_Head1" Righteye_center_X Righteye_center_Z Righteye_center_Y "eyeball_r" 1 4 "pupil_r" 0.63 eyeball lefteye "ValveBiped.Bip01_Head1" Lefteye_center_X Lefteye_center_Z Lefteye_center_Y "eyeball_l" 1 -4 "pupil_l" 0.63 eyelid upper_right "female_06_expressions" lowerer 1 R_lid_up_lo neutral 0 R_lid_up_def raiser 2 R_lid_up _hi split 0.1 eyeball righteye eyelid lower_right "female_06_expressions" lowerer 3 R_lid_low_lo neutral 0 R_lid_low_def raiser 4 R_lid_low _hi split 0.1 eyeball righteye eyelid upper_left "female_06_expressions" lowerer 1 L_lid_up_lo neutral 0 L_lid_up_def raiser 2 L_lid_up _hi split -0.1 eyeball lefteye eyelid lower_left "female_06_expressions" lowerer 3 L_lid_low_lo neutral 0 L_lid_low_def raiser 4 L_lid_low split -0.1 eyeball lefteye mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 // mouth illumination flexfile "Female_06_expressions" { $include "../../standardflex_xsi.qci" } $include "../../facerules_xsi.qci" $include "../../bodyrules_xsi.qci" } //end eye/face data
参考ページ
- QC_Commands#新しい$modelオプション - eyeball, eyelidコマンドの詳細があります。黒目の比率を変えるなどができます。