This is an example as to how a sculpt deformer would be used to correct the skinning on Cupids eye.

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Comment by Michael Cawood - Director on June 6, 2010 at 10:13pm
None of the eyeballs were actually round so we ended up rotating the texture maping instead. The pupil you were moving ther was just the proxy used by the animators that can't see the textures.

These sort of deformations are a nice touch and may help us tidy some things up later, but unfortunately don't solve the problem we're having with the eyelid. If you move the controls around a bit you'll notice it do some unpredictable glitches that can be very hard to work around in some shots. It's a glitch in the Face Machine setup for this character and so far I've not found the problem. If you want to dig under the hood a bit and see if you can solve it that would be great. I'll have another go at some point, but I'm not optimitistc I'll find it as I think it could be a little over my head as far as the complication of the setup goes.

On another note, I've been trying to work out how to stop the middle of the front strap of his holster on his chest to stay in a straight line. When the two shoulders and the holster are animated it's easy to get it inot a pose that's not a straight line and it looks wrong. I failed to get a cluster to work, and reskinning it didn't help either. It could do with a bit of thought. Any ideas?

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