I do realize that you cannot automate the blinking of an eye in the Standard Version, but can you do it with bones?
What would be the best way to manually make a repeating eye blink that moves in a loop through keyframes in the Timeline?
Greg Smith
Eye Blinks in Standard Version?
Re: Eye Blinks in Standard Version?
Hello Greg,
The advanced/automated eye blinking tools are only available in the Pro version.
However for the Standard version you can still create an eye blinking effect:
1) Use a combination of bones and weighting. You can actually get pretty far with it since bones weighted actually do deform meshes.
So you can have a couple of bones weighted at the sides of the eye and then animate them. This will deform the mesh and achieve eye blinking.
2) Use image swapping. This is basic sprite frame animation which is supported in the Standard version( I have recently enabled that feature in the Standard version). You draw out your blinking animation per frame and then swap them in. Right now this feature works by allowing you to swap images from within your current image atlas. However, a new, full-blown sprite frame manager capable of managing large numbers of frames for image swapping is already in development and will be included with both Standard and Pro versions.
Cheers,
Chong
The advanced/automated eye blinking tools are only available in the Pro version.
However for the Standard version you can still create an eye blinking effect:
1) Use a combination of bones and weighting. You can actually get pretty far with it since bones weighted actually do deform meshes.
So you can have a couple of bones weighted at the sides of the eye and then animate them. This will deform the mesh and achieve eye blinking.
2) Use image swapping. This is basic sprite frame animation which is supported in the Standard version( I have recently enabled that feature in the Standard version). You draw out your blinking animation per frame and then swap them in. Right now this feature works by allowing you to swap images from within your current image atlas. However, a new, full-blown sprite frame manager capable of managing large numbers of frames for image swapping is already in development and will be included with both Standard and Pro versions.
Cheers,
Chong