Local Eyes vs World Eyes

world_local_eyes

Animation rigs normally offer two options when animating eyes: “world space” or “local space”.

“World space” allows you to lock the eyes in a specific world location, and pose your character without having to worry about the correct eyes direction. That kind of space sounds ideal when animating a two character shot as the aim of the eyes will not move.

Instead, “Local eyes” allows you to lock the eyes in relation to the head so when rotating the head, the eyes will automatically follow the head movement which sounds … pretty useless and unrealistic doesn’t it?

Throughout Animation Mentor, I was a “world space eyes” animator. I didn’t understand why anyone would use Local Space but during a Q&A, AM superstar graduate Mike Stern who had already landed a job at Dreamworks, planted a seed in my brain when he mentioned he was using Local Eyes rather than World and from that day on, I knew I would need to get more experience with Local Eyes and see what advantage this method would bring.

Having worked in games mostly in my early career, I never really got a chance to do much acting, let alone testing eyes parent spacing. Going into TV series and taking part in AnimSquad finally allowed me the opportunity to get more familiar with the two methods and I would now mostly animate eyes in Local Space.

“World Space” allows you to accurately lock the eyes in a specific direction which seems great at first but the eyes often end up looking totally disconnected from the head and requiring just as much finessing than Local Eyes.

People might get angry at me as this is not what is normally done in education but sometime ago I had found a great example of unsuccessful eyes animation that clearly showed the use of World Space Eyes instead of Local Eyes and it is time to bring the example back!

Don’t worry I have already told the animator about it and hopefully he will take my comments in consideration in his next pass.

The shot I am referring to is the first one and specifically what is being done on Bishop.

Bishop

Using this method, the eyes are perfectly locked in space but since they are not reacting to the motion of the head, they seem to be floating around the orbital cavity and totally disconnected from the head which looks very odd and inorganic.

Now that I have more experience with acting and having had Malcon Pierce insisting on eyes focus for literally HOURS during an Animsquad expert workshop, I have fully grasped the necessity to lock the eyes firmly on the head rather than on the environment.

Eyes direction in relation to the head and eyelids is the ultimate component of acting after all. Aside from the exception of blinks, even though I will talk about this an other time, a slight variation in the position of the eyes will convey a totally different emotion so you want to keep a tight grip over the positioning of the pupil and iris.

I hope this article was useful to you and I will leave you with a little something to test your … eyes 😉

This is a shot I animated some time ago. Do you think I animated Bishop’s eyes in Local space or World space? People with experience will have no trouble spotting the space used but see for yourself!

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2 Responses

  1. Martin Pošta says:

    Hi, thanks for noting this. Its been some time since I animated eyes and totaly forgot about it! 😉
    thumbs up

  2. Martin Pošta says:

    and btw, I believe its local eyes

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