Although a very simple body mechanism to animate, the blinking of our eyes is a very important method of communicating. We can look at the action of our blinking eyes in the following ways:
Here we're going to see how eye blinks can change the overall feel of the actions. We will also talk about the eyeball movements.
010-Blinking.blend
. It has a Blender scene with our character Otto looking at a fixed point, as you can see in the following screenshot:In Blender 2.5 you can set different interpolation modes at a keyframe level, so you can alternate between modes over the timeline. This makes your current keyframe selection relevant when applying the new interpolation mode. In previous versions, the interpolation modes were applied to the entire curve channel.
LookAt
bone slightly, and insert a new Location keyframe for it (I). Repeat this process a few more times between frames 1 and 72, in which the head turn action begins. Just be sure to do the following:After adding the subtle and quick eye movements, you'll notice that the action appears more natural. Our character looks firmly at some point, and he's with his eyes wide open.
If we added blinking between frames 1 and 72, we would break the feeling of importance about what our character is looking at. Keeping his eyes open without blinking tells the audience that our character is concentrating on something.
In frame 72, something happened and made our character shift his focus. He turns his head to the left. The next screenshot shows him looking at his left side in frame 86:
LookAt
bone and move it so his eyes point to the new center of attention. Since this movement is not a saccade, we want a smooth movement here. Select the saved positions in frames 72 and 75, press Shift + T with the mouse over the DopeSheet timeline, and choose the Bézier interpolation mode, as shown in the next screenshot:In the middle of this head turn there should be a "cut" between our character's mental "scenes". He went from looking at something important to looking at something even more important to his left-hand side. To make a mental transition between these "scenes", his eyes should blink during the head turn.
Eyelids.L
and Eyelids.R
bones and insert a new Scaling keyframe (I) for them. This is the starting point of this blink. Eyelids.L
bone until the left eye is closed. Go up to frame 78 and do the same to the Eyelids.R
bone. At frames 81 and 82, fully open the left and right eyes respectively. This asymmetrical blinking happens in a subtle but efficient way to reinforce the head turn, since the left eye blinks first.Note that "regular" blinks normally happen with a faster closing (2 frames) and a slower opening of the eyelids (3 or 4 frames long). Try variations of this pattern to achieve faster and slower blinks. For slower actions, you can even experiment with the eyes fully closed for more than 1 frame.
The file 010-Blinking-complete.blend
has our finished example for your reference.
Animating eyes and eyelids requires lots of attention to detail and an understanding of the emotional state of your character. The use of constant interpolation to emulate the saccadic movement of the eyes helps enhancing the realism.
The animator must plan and understand when and how often the character should blink based on its physical actions and emotional state. As a general pattern, blinking can be divided in a faster closing of eyelids and slower opening.
Try changing the emotional state of our character only by adding blinks. Make him blink a few times before turning his head, and make sure his eyes are not so wide open.
Appendix: Understanding Extremes, Breakdowns, Inbetweens, ones and twos
Chapter 6: Animating in layers
Chapter 7: Easy to Say, Hard to Do: Mastering the Basics
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