For the continued/looped blinking you just need to do one eye, then connect a signal generator to the switch and move the NOT gate to the other set of animation (the closed eye one). The Signal generator should have the following values: Sweep Seconds: 1.0 Phase offset 100% Pause time Range 0.1s and 0.1s Max value range: 1.0 on both sliders Min Value Range 0.0 on both sliders Clone the eye and you have 2 synchronized eyes. Double check so both eyes should have the same precise values. You are welcome. 👍 Edit: why make only one? Because you might wish to have diversity in the eyes so you could easily modify/customize and create new pairs of eyes for different characters having different characteristics.
I tried using a bolt connector to do this, and I couldn't get my eye lids to rotate the way I wanted, it was so frustrating!! This is a MUCH better method. Thank you!
this does not work, when I made a New Sculpture for the eyes lid to my character and follow this video step by step the eye lids will glued together even if I didn't even glue them out when I backed up to unglue them the microchip will disappear from the screen and the assembly mode will be locked, so when I backed all the way until the microchip screen shows up the eye lid will be glued back together again. then it turns out that this video have jumped some sections because you had to sculpt the upper eye lid alone and Do Not Copy It! instead start a new sculpture for the lower eye lid for this to works, which i did and it works. then there's another problem, the video in the end made the eye blink via switch which I didn't came here for that, I wanna made the eyes blinks dynamically in play mode.
I'm still learning things, but i used a signal generator attached to the switch. And it worked, just needed to tweak the settings on the signal generator a bit. Hope it helps!
@@youshallnotpass3937with the signal generator connected to the switch, just move the not gate on the second (closed eye) connection string. Inside the signal generator have th values: sweep seconds 2.1, phase offset 90%, pause time range 0.1s and 0.5s. In the max Value range first two sets are 1.0 and the Min Value Range should be 0.0
Its not strictly necessary in such a simple set up as this, but if you were to make a more complex state machine, you'd probably end up wanting a default state that you could activate, which in this case is the open eyes keyframe.
@jesse quiner you can set key frames to ease in and out so that's not quite right, but I see what you mean kittypowers, if you're using complex logic it's easier to have a wired setup rather than a default one.
@@jadenepia5960 what who said? I was trying to explain to jesse that you can have a single key frame that gradually falls into place and falls out of place, so not a 1 frame transition, While also letting Kittypowers know that I understood their answer
When I do this on my puppet, the eyelids come apart a little on play. But if I make them the exact same way off the puppet (on a new head) it works perfect. But then if I scope in and attach that head to my puppet, it breaks again. Any ideas what I'm doing wrong?
So when the second keyframe is inactive the first one (open eye) is active by default. Basically, if a signal goes through a NOT gate, the gate itself produces no signal, and when no signal goes through, it outputs a signal.
No lmao it's just interpolation between two frames that's happening. He just increased the time it takes from one frame to go to the next and the system smoothes the transition from open and close with the amount of time given. So you can make two frames but have them smoothly transition through both of them
The way he says "Lets make a blinky eye" like a mad genius is great.
Loving the new quick tuts Rich.Will Kitty be joining in at some stage? Thumbs high.
Thanks for this, but you didn't show how to make him blink automatically while in play mode tho.
I love this, more Please! I'm kinda stupid and impatient so these fast ones are nice.
Love these new mini tutorials! This is just the sort of tip that I needed for a project that I'm working on this weekend.
Richard is magician and seems like a wonderful human being!
For the continued/looped blinking you just need to do one eye, then connect a signal generator to the switch and move the NOT gate to the other set of animation (the closed eye one).
The Signal generator should have the following values:
Sweep Seconds: 1.0
Phase offset 100%
Pause time Range 0.1s and 0.1s
Max value range: 1.0 on both sliders
Min Value Range 0.0 on both sliders
Clone the eye and you have 2 synchronized eyes.
Double check so both eyes should have the same precise values.
You are welcome. 👍
Edit: why make only one? Because you might wish to have diversity in the eyes so you could easily modify/customize and create new pairs of eyes for different characters having different characteristics.
I love these! Your really talented! Thanks for sharing your information for future dreamers.
So cool! Thank you!👍🏻
This one had the right level of sass
Now I'm just l watching these for Richard's voice lol
I tried using a bolt connector to do this, and I couldn't get my eye lids to rotate the way I wanted, it was so frustrating!! This is a MUCH better method. Thank you!
Keep em' coming, Rich :)
Mini tutorials are the way to do it!! 👍👍
so if you do it to just one eye is that a winky eye?....
this does not work, when I made a New Sculpture for the eyes lid to my character and follow this video step by step the eye lids will glued together even if I didn't even glue them out when I backed up to unglue them the microchip will disappear from the screen and the assembly mode will be locked, so when I backed all the way until the microchip screen shows up the eye lid will be glued back together again.
then it turns out that this video have jumped some sections because you had to sculpt the upper eye lid alone and Do Not Copy It! instead start a new sculpture for the lower eye lid for this to works, which i did and it works.
then there's another problem, the video in the end made the eye blink via switch which I didn't came here for that, I wanna made the eyes blinks dynamically in play mode.
How do i make the eyes blink every now and then while they’re in play mode?
I'm still learning things, but i used a signal generator attached to the switch. And it worked, just needed to tweak the settings on the signal generator a bit. Hope it helps!
@@henrique123451000 I did what you said but now the eyes are closed all the time and opens randomly instead of blinking.
@@youshallnotpass3937with the signal generator connected to the switch, just move the not gate on the second (closed eye) connection string. Inside the signal generator have th values: sweep seconds 2.1, phase offset 90%, pause time range 0.1s and 0.5s. In the max Value range first two sets are 1.0 and the Min Value Range should be 0.0
when i do it to my character and press play they just bug out and fall off
You have to stamp them to the head
Awesome
Question, what's the purpose of having the first keyframe? Wouldn't it function the same without it?
Its not strictly necessary in such a simple set up as this, but if you were to make a more complex state machine, you'd probably end up wanting a default state that you could activate, which in this case is the open eyes keyframe.
@jesse quiner you can set key frames to ease in and out so that's not quite right, but I see what you mean kittypowers, if you're using complex logic it's easier to have a wired setup rather than a default one.
@@fatguy338 that's literally what he said
@@jadenepia5960 what who said? I was trying to explain to jesse that you can have a single key frame that gradually falls into place and falls out of place, so not a 1 frame transition, While also letting Kittypowers know that I understood their answer
@@fatguy338 you said jesse wasn't quite right and then said exactly what he did but with different words
When I do this on my puppet, the eyelids come apart a little on play. But if I make them the exact same way off the puppet (on a new head) it works perfect. But then if I scope in and attach that head to my puppet, it breaks again. Any ideas what I'm doing wrong?
Thx you mm
When does dreams release?
Mine goes all fuzzy when I try to make a new sculpture. How is your head still clear?
Jordan Maller turn looseness down
Richard is the best! 💕🏳️🌈🦄
Nocrei que fuera tan facil😮😮😮
Is that Kitty Powers I hear??
Ya so I can't scope in to select and move the eyelids so I can do this this is pissing me off
Is dreams playable if so HOWWW 😂😭😭
Why does one keyframe have a ‘not gate’?
So when the second keyframe is inactive the first one (open eye) is active by default. Basically, if a signal goes through a NOT gate, the gate itself produces no signal, and when no signal goes through, it outputs a signal.
Thanks for that!
2:40 and what?
P.S. he made just 2 or 3 frames, but this animation like a minimum 30 frames
No lmao it's just interpolation between two frames that's happening. He just increased the time it takes from one frame to go to the next and the system smoothes the transition from open and close with the amount of time given. So you can make two frames but have them smoothly transition through both of them
Get back on lbp Mm
2:20 Who else cringed? 😂