Yesterday we showed what happens if you don’t shape the noise signal — you get a zombie character.
Today we will apply the high gain filter I talked about two days ago, so that iGor’s movement will be more purposeful. I’m still applying a noise signal to his left/right rotation as well as to his up/down rotation, but now I’m shaping each of those movements with a high gain filter. You can see the result by clicking on the image below:
Now iGor appears to be aware of, and interested in, his surroundings.
If I were simulating an actual eyeball, I would move it quite differently. An eyeball generally saccades to successive fixation points in about 20-30 milliseconds. That’s why a real human eye, filmed at 30 frames per second, appears to jump suddenly, in a single frame, from one fixation point to the next. Because iGor is a character whom the audience thinks of as a hybrid between a head and an eyeball, I needed to slow him down a bit.