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Angled eye mechanism.

Hello all!

I'm finally able to put some time in on my project, and I realized I have an issue. My original eye mechanism was the standard forward facing setup. Since I'm doing a western dragon, the eyes will be somewhere around 45 deg outward facing.  Has anyone dealt with a setup like this?  I know I'll be able to create one, but wanted to know if there were any references I could draw from. Here are some pics of my WIP, if anyone has any input.

I had another thought. Scary, I know...   
I've seen eyelid setups that follow the up/down of the eye. Very realistic. They have all been software controlled. I'm wondering if it would be too much engineering to do this mechanically?  I've already added a separate blink carriage to the eyelid control servo array.  

This is just the basic shape, and layout, and it's only digital design currently, so making changes is no problem!  

Comments

  • Chris EllerbyChris Ellerby Los Angeles Admin
    Hi Joel,

    I actually have some experience addressing this problem, and it's a bit more challenging than you might think.

    The main challenge is that if your eyes are looking forward by default (as predators that use binocular vision do) and are angled backwards, when the eyes look left/right the back side of the eyeballs become more visible than they would on a normal front-facing mechanism.  This means you can't use partial eye shells, and must use something closer to a full sphere.  It also means the connection points for rotating the eyes risk becoming visible.

    With the eye mechanism you have depicted above, the eyes would always be facing outward (walleyed), and the character could never look forward.   Drawing a pupil on your eye mechs helps to visualize this challenge.

    If you can get away with that design, it's much easier.  But if the character needs to make eye contact, or be seen from the front, it's more challenging as they would appear walleyed.

    You can see some of my designs to tackle this challenge here on the thread discussing my Skeksis project:
    http://forums.stanwinstonschool.com/discussion/comment/7402

    And this video shows a slightly older version of my mech:



    I would love to find a more elegant solution, but so far this is the best I've come up with.

    As far as addressing eyelid control so they move as the eye looks up/down, that is not too difficult to setup on more advanced RC transmitters that allow mixing of channels.  You just have to set the channels for the upper and lower lid to be modified by the channel that controls the eye up/down movement.

    /Chris

  • edited August 11
    I've been  keeping  a close eye on your Skeksis project, it's  very similar to mine in many of the  design requirements.  Love all the work you've done, and can't  wait to see more!

    I see the issue with the range of travel  of the eye.  I did some testing, and with my current design.  A 1.5 in. diameter eye blank on a universal joint mount, with a 1.125 in. bore gives me +/-44 degrees in all directions.  I could easily get more if I shave the back edge off a bit more. Right now that leaves 1.25" of the 1.5" sphere, so there should be enough of a skirt to prevent anything showing at the edges.

    If I place the mount pegs at like 35 or 40 degrees from forward, do you think that would work?

  • Chris EllerbyChris Ellerby Los Angeles Admin
    Thanks!  I hope to have some progress on that project soon.  I'm doing a couple smaller projects right now just to see a few things get finished, since the Skeksis is such a massive undertaking.

    Keep in mind that due to the mounting angle of the eye, the pupil will not be at the center of the eye sphere, but 35-40 degrees forward.  I would do some motion tests with a pupil on the eye, and with the eye sitting in a rough opening at the same angle as the eye socket on your head.  That will help you visualize the range of motion before any mechs are exposed, and see how far left/right it can look.

    I sure hope your design works, because having to go crazy complicated like my design is not fun.

    /Chris
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