Blink Properties

 
 
 

Animate the eye blinks for a Face Robot head.

To display:

On the Act panel in the Face Robot layout, click the Library > Tools tab and choose Blink.

For more information, see Animating Eye Blinking [Face Robot].

Blink Animation

Keying

Key Blink

Sets a key at the current frame using the settings in this property editor.

You can also set keys on the Standard/Slow/Nervous/Custom tabs using the Key Blink buttons there.

Key Multiple Frames

Opens a dialog box in which you can set up the frames where you want to set keys. Enter the string of frames separated by commas (such as 1,25,64,90).

Blink Type

Type

Blinking style: Standard, Slow, Nervous, or Custom. Select a type, then view or edit the blinking curves on its corresponding tab in this property editor.

For example, if you select Custom, click the Custom Blink tab and edit the curve to make the blink as you like it. The Standard, Slow, and Nervous Types have preset curves that represent that type of blink.

Key Mode

Type

The eyelids you want to key: Key Right, Key Left, or Key Both.

Timing

Sets the timing for the blinking:

  • Offset Right/Left: The right/left eyelid's blinking is offset from the other. If you select either of these options, you can also set a Random Offset (below) for the blinking.

  • Together: Simultaneous blinking for both left and right eyelids. You need to select Key Both as the Type to use this option.

Blend

Trailing

The blending method for adding keys to the end of the eye blink fcurves:

  • Region Modulation considers the fcurve from its first to last key and then inserts new keys on the fcurve only if the new keys have a higher value than the old keys.

  • Peak Modulation does the same as Region, but considers the new keys from the highest peaks of the fcurve outward. This allows for minimal intrusion on the fcurve and better retention of blink peaks when inserting keys into a sequence, such as for creating a fluttering type of blinking.

    Keys that dip below 0 on the fcurve are brought up to 0. These keys reflect the slight opening of the eyelid that happens right before you blink.

  • Absolute simply inserts the new keys into the existing fcurve.

Leading

The blending method for adding keys to the beginning of the eye blink fcurves. The options are the same as for Trailing.

Random Offset

You can set the number of frames difference between the blink keys for each eye. These options are available only if you select Offset Right or Offset Left as the Timing option (above).

Min Frames

The minimum number of frames offset between the blink keys for each eye.

Max Frames

The maximum number of frames offset between the blink keys for each eye.

Animation Curves

L_Blink Upper/R_Blink Upper

The curve that represents the animation of the upper eyelid of the left/right eye.

Right-click on the animation icon and choose the appropriate command from the menu that appears. You can adjust the values for each eyelid, set more keys, copy and paste keys, and remove keys.

L_Blink Lower/R_Blink Lower

The curve that represents the animation of the lower eyelid of the left/right eye.

Animation Editor

Edit Curves in Animation Editor

Opens the animation editor in which you can edit the fcurves for each eyelid. This shows the values of each eyelid's animation over the number of frames of the scene.

Standard/Slow/Nervous/Custom Blink

Each tab represents one of the Blink Type options (above). Select one of those options, then click the corresponding tab to view and edit an fcurve for that blink type.

Upper Eyelid

Curve

The curve that represents the timing and amount of blinking for the upper eyelids (both right and left).

Lower Eyelid

Curve

The curve that represents the timing and amount of blinking for the lower eyelids (both right and left).

Actions

Key Blink

Sets a key at the current frame using the settings on this tab for the option you select: Key Right, Key Left, or Key Both.

You can also set keys using the Key Blink button on the Blink Animation tab.

Reset Curves

Offset Right/Left, or Together

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