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Blendshape animation to modify another object

  • If you are using the boolean modifier in Blender that does not carry over to Lens Studio. Inside Lens Studio you could try applying an occluder material to your triangular cuboid and putting the eyeball on a different layer so it's not affected, but I'm not sure if that will work.

    Another option would be to put the blendshape directly on the eyelids (make sure you don't have a subdivision modifier, that will prevent the blendshapes from exporting).

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  • Yes, I was using a boolean modifier to create the animation in blender.  I tried adding an occluder material but either it won't work or I don't understand layer.  The occluder just makes my face show through the object rather than creating the effect that I want.


    I tried using that approach but the problem is that eyelid rotation usually result in the eye bulging through the eyelid material when the tweening is done.  


    Is there something about layer that could be done that might help me use the approach with the cuboid?  Maybe I don't understand something that might help.  So far, this has been the cleanest animation I can create so hopeful this will be doable.  Thanks!

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  • Actually, I was able to get the blendshape adjuster to open and close the eyelid using the triangular cuboid!  I just put the cuboid and eyelid object on the default layer but gave them an index of 1.  Thanks!  Now I just need to figure out how to get the eyelid to blink when I blink instead of using the blendshape test values...

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  • I figured out how to get the eyelids to work through face expressions but I did wonder, is there a way to better control a single expression instead of attaching several expression controller scripts?  Since my cuboids, eyelids, and eyes are all nested together as a single eye group, to keep their movement together, I need to better understand the scripting so i can control the scales and open but only on a single eye.  Thanks!

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