WEBVTT

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Hello and welcome to my Animation Master tutorial on how

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to model an eye.

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This is a very basic tutorial for beginners only.

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So let’s start.

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The first thing you will see if you open Animation

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Master for the first time is this screen.

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This is a default interface of Animation Master.

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We will now change this default interface to suit our

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needs.

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For example, we will close the Community window and we

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will close the Geography window which is opened now.

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We will activate the Preact Workspace window which can be

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found now above here.

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And we will go to the Tools options and Activate

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Show Property Tree Angle is always welcome to activate this

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Show Advanced properties too.

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But the most important thing is to activate the show

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property Tree Angle.

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This will give us the possibility to access all the

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properties of the selected item or of any item in

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this pvs, which stands for Project Workspace.

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If you don’t do that and you like it another

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way, you can also open the Properties window.

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But I think it just steals away your screen space

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for modeling.

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So I just shut it down again.

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Very useful is to activate two more toolbars for Animation

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Master.

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So it can be activated by just going into a

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blank toolbar section, right clicking in it and using View

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and Activate Views and the Draw toolbar.

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Here they are.

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If you have more screen space than me, because I’m

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just recording this on a very low resolution, you can,

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for example, put them down here where I have them

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all the time.

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Okay, so let’s start with this tutorial.

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For now, we will just make a new object here

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by double clicking on object.

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This object, we rename it to for example, I.

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And now we need the geometry.

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There are several possibilities to do that.

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We will do it by just getting the geometry from

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the primitives of the libraries.

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So we go in and we will use the less

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complex sphere because our shape is a very simple shape.

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So do a double click on the icon here and

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the object will occur in the pvs.

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Now just select the whole geometry in this object and

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do a copy command.

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Close this down and do a paste command in our

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and do a paste command in this modeling window of

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our eye.

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Now we have the geometry in our imodel There will

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be an offset which can be set under Options unit,

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the paste extrude offset which is set it here.

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I will keep it like that and just reassign it

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to the axis.

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Okay, now we have the basic shape of our eye.

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We will now just select the object again, do a

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copy command, and again and paste command.

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And now scale one of the spheres we created A

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little bit larger than the other one.

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Okay, you can now see that here is an untitled

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group.

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If you rename this group to anything, for example, outer

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eye, the group will stay where it is.

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And now I will access the inner eye group.

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You can do that by using a shortcut, which is

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the Minos key, or no, it’s a slash key at

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your keypad.

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So now just give it a name, for example, inner

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eye.

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And you have both groups you will need in this

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tutorial.

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Okay, the outer eye should be a little bit transparent

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to see the inner eye.

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That means we will go to the surface properties can

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be found here.

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Go to transparency and give it a value, for example,

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75.

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It should be a high value to more or less

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look into the sphere.

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Okay.

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The second thing we will do is to give it

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a specularity.

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That can be done by setting the specularity size, for

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example, 200%.

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I like it to go to higher numbers when I

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use the specularity size because it just gives a smoother

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look.

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And the specularity color can be set to something, for

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example, this blue.

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Because most people think that an eye should be wet

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and most people associate blue to a wet surface.

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And the intensity should be, for example, at 50%.

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You can always readjust this to your needs.

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Whatever you need, you should choose it.

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Okay, we may go a little bit lower here.

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Okay, intensity higher.

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Okay, now we want to add a little bit of

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detail to this array.

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You can do it by modeling it or the easier

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way and the faster way.

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And most often the way which I choose, because it

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just is enough, is to use a decol to apply

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the decor to the inner sphere.

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I will just hide the outer sphere with this hide

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command.

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The hide command will only hide, not selected CP’s.

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That means if I now click on this, the outer

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group, the outer A will be hide it.

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Okay, so to add a new decal, you can right

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click in the modeling window or in the PVS on

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the item and go to new decol.

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So just search for your texture.

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You want to apley.

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I will apley the decal AUGE png.

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Auge stands for A in German.

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And just open it.

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The PNG format has one big advantage.

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It will automatically add an alpha channel to your image

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and it will be viewed in Animation Master with this

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alpha channel.

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A drawback of the PNG format can be that some

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colors can look a little bit different than it will

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be shown, for example, in photography.

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So you can now position this decal wherever you want

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it.

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I want it to be, for example, at this spot.

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And now double click on the decol or choose with

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the right mouse button Apley.

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So it should be aplit.

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Okay, now you see, this is looking like an eye.

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The next thing we do is deactivate the hide command.

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And as you can see, I have a very easy,

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very simple eye.

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But in most cases you can use this eye because

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it just is enough to give your character some kind

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of life into it.

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Okay, what we can do further is, for example, give

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this outer eye a reflectivity value, for example 15%.

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Don’t go too high yet will very fast look very

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artificial.

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So if you now render it, you won’t see any

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difference to the eye in this view because there is

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nothing that can be reflected in the scene.

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So to see what you have done there, you should

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aply this eye to for example, the cherography here.

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And I go to the left view by using the

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keypad and pressing the four key.

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And I will just bring it up here.

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I go to the camera view by pressing the run

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key in the keypad.

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And if I now render, I should see the ground.

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This line here indicates that it is reflected.

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Okay, so as you can see, there is an eye.

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That is all we wanted for this tutorial.

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I hope you enjoyed to watch this and have a

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nice day.

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We will see each other again at Petrarch Ed.