Note: This manual page is a work in progress. If you have any questions not addressed here, please contact me.

Scene Layer Guide

Layer 1: Mechaman Model.
Layer 2: Armature, eye tracking control slider.
Layer 3: Simple room scene, 3-point light setup, and several cameras. (because Mechaman's materials don't look good without an environment to reflect.)
Layers 4-19: Empty.
Layer 20: Bone shape meshes and lip deforming lattices.

Bone Layer Guide

Layer 1: Animation control bones.
Layer 2: Model deformation and helper bones.
Layers 3-20: Empty.

Animation Controls Overview

Hopefully most of Mechaman's controls are pretty intuitive, but just in case they're not I'm documenting them here.

Facial controls

Eyelidtrack.L and eyelidtrack.R control the opening and closing of the eyes. To open the eyes, scale the controls up. To close them, scale the controls down. Clearing the scale on these bones with alt+S will bring the eyes to the fully closed position. I find that a scale of about 3.5 brings the eyes to a relaxed, 'normal' open state.

Eyebase.L and eyebase.R control the rotation of the eyelids as a set. This allows you to put Mechaman's eyelids into just about any imaginable orientation.

The eyelidrotoffs bones allow you to open and close each eyelid independently beyond the range of motion that is normally possible by just scaling eyelidtrack.L/R. Note in the image that in each eye one lid is fully open, and one is fully closed.

As one might assume, the bones pupil.L and pupil.R control the size of the pupils. Simply scale the controls to the desired degree of contraction/dilation.

Eyetrackcontrol controls where the eyes look when you translate the control around. Scaling the control allows you to make Mechaman go cross/cock-eyed. If you do not wish the eyelids to automatically track along with the eyes, simply pull the slider above Mechaman's head to the 'off' position.