"Damped Track" constraint is fine (and simple ♥) if you have round eyes and you don't care about their rotation as long as they look at your target. But if your eyes have an orientation, with up & down (like cat eyes or some stylised eyes), you should use the "Track To" constraint instead, as this is the one which will allow you to specify which local axis to point up.
wow.. I've watche eye rig videos for hours to understand the best method and there you come and in less than 90 seconds bring me the best one 😂 Thanks! 🙏
AMAZING! Thank you so much this is so simple!! Could you do a tutorial on how to properly set up for rendering eyeballs? Like cartoon eyeballs especially I can never seem to get the white dot highlight shine to appear :(
Thanks for this tutorial, it's much easier than using rigging bones. I have a problem though: when I move the parent control, the eyes mirror each other's movement, so my character goes cross-eyed instead of looking to the side. I made the eyes with a mirror modifier so I could place them symmetrically on the face. How can I fix this?
Thanks Dan..when I append the rig to a file model head,,,the nurb curve disappears..And how do I parent the eye controllers to the head bone?? tried it in pose mode and object mode
Hey, I need help. So, I have a character model made already, but I modeled the eyes separately from it. When I try to connect the eyes to the character, the eye rig doesn't work anymore. How do you connect these eyes to your model the right way? Would very much appreciate the assistance! P.S: I'm still using a version before 2.8 since it's easier to use. Hopefully it won't be to big of a problem.
I set this for my character's eyes and it seemed fine but then when I went to look at the actions, the parts of the eye controllers were in different places and different sizes, making the character's eyes broken in every animation. Does anyone know why this might have happened? I'm using Blender 3.4.1 so is it simply because this approach no longer works on the newer version?
Thanks. Simple, direct, and concise. But, consider hiding your peripheral objects such as lights, and cameras, etc. That circular light object confused me into thinking it was part of the rig geometry.
Nice to do illustrations, but not for animations. By not using bones you lose a lot of animation features, present only in bones, like copying and pasting poses, resetting positions, and so on.
so i added a mirror mod to my singular eye to make the other one. idk how to give the eyes their own center of origin. right now the center of origin is between both eyes
hye Nice tut as well :) what you preferred between Maya & blender for retop & rigging process ? in case of easy and faster work flow i know you are using both soft :)
Retopo I use 3D coat but I will give Retopoflow 2 a shot soon as it looks great (blendermarket.com/products/retopoflow ) and I'm not using Maya any more. I rig and render only in Blender. I'm not sure which I prefer because I don't think my rigging skills aren't advanced enough to compare
I've been using retopoflow 2 for a while; if you're low on cash or just want to try it out before purchasing it (it recently got a pretty good update that increased the price a bit) you can download it from the github! github.com/CGCookie/retopoflow it's pretty amazing, although not very well suited for tablet use; for now haha, but it's my retopo tool of choice now that you "converted" me to blender~
thanks :) i am new to this filed and i mostly use maya but now i am thinking to move to blender so i was asking a compression b/w Maya and blender retopo tools which one is easy and adoptive also uv & texturing as well..if something easy in blender then i m not gonna learn that in maya.
Rombout Versluijs yes somebody else mentioned this and it's because I've only really done illustration. I will probably make a follow up video highlighting points like this, thanks :)
"Damped Track" constraint is fine (and simple ♥) if you have round eyes and you don't care about their rotation as long as they look at your target. But if your eyes have an orientation, with up & down (like cat eyes or some stylised eyes), you should use the "Track To" constraint instead, as this is the one which will allow you to specify which local axis to point up.
You save my whole life
im making a cat rig, but its not too realistic so it has circle eyes so its fine
Yeah they're not rotating properly, why even make a tutorial that teaches bs 😠 "Idk why ppl make it like that" probably because it works properly🙄
@@Lilian040210 you have to put the axis differently, mine worked perfectly fine
wow.. I've watche eye rig videos for hours to understand the best method and there you come and in less than 90 seconds bring me the best one 😂 Thanks! 🙏
As someone who's been using blender for 3yrs, let me say you are improving faster then me when i started, great job!
You're a life saver GOD, mate. Indeed everyone was overcomplicating this so much!! Hope you have a nice year and thanks a lot for sharing this ^^
damped track... you just saved my entire project
Another solid video! Thanks!
Very quick and well explained. Thank you Danny and greetings from Germany.
Yeah. i like this Blender Tutorial Series. Very Cool!!!
Thanks for the tutorial! Its much more simple that most of the tutorials on eye rigs...
This is brilliant! So simple compared to other methods.
This was awesome! Thank you for your video!
literally saved my life! thanks for another awesome tutorial!
Thank you man
AMAZING! Thank you so much this is so simple!!
Could you do a tutorial on how to properly set up for rendering eyeballs? Like cartoon eyeballs especially I can never seem to get the white dot highlight shine to appear :(
I made your rig. works great. how do I parent it to an existing character rig? I made it with rigify but didn't like the pre built face/eye rig.
Thanks
Yeeee great stuff man, thank you! Also, the eyes have to have their origins at their geometries I believe!
Thanks Mac Daddy
I knew there was an easy way! thanks for proving me correct😁
very cool, need more blender goodness!
Thanks for this tutorial, it's much easier than using rigging bones. I have a problem though: when I move the parent control, the eyes mirror each other's movement, so my character goes cross-eyed instead of looking to the side. I made the eyes with a mirror modifier so I could place them symmetrically on the face. How can I fix this?
thank You danny ! :) you're still the best
Thank you for video, Sooooo easy tutorial.
How would I parent these to my character model/rig?
That's the one thing I'm struggling with.
Same
@@KhalifahAnimation122 same
@@HeSlashHim69 I think you should watch this tutorial man th-cam.com/video/-9GDj8_bx6M/w-d-xo.html
Thanks! that was useful
Good a new information i love that amazing keep it up your the best 💯👌😁😊❤️
thank you so much danny, it's really difficult to find good tutorials on rigging.
i have a question tho.. will you make more of these? v:
I think so, we'll see how it goes :)
saved my ass! I was using regular track to, but the eyes tend to point slightly to different directions when its head is rotated sideways
Thanks Dan..when I append the rig to a file model head,,,the nurb curve disappears..And how do I parent the eye controllers to the head bone?? tried it in pose mode and object mode
Hey, I need help. So, I have a character model made already, but I modeled the eyes separately from it. When I try to connect the eyes to the character, the eye rig doesn't work anymore. How do you connect these eyes to your model the right way? Would very much appreciate the assistance!
P.S: I'm still using a version before 2.8 since it's easier to use. Hopefully it won't be to big of a problem.
I set this for my character's eyes and it seemed fine but then when I went to look at the actions, the parts of the eye controllers were in different places and different sizes, making the character's eyes broken in every animation. Does anyone know why this might have happened? I'm using Blender 3.4.1 so is it simply because this approach no longer works on the newer version?
Thank you so much
gonna get this now pew pew
Hmmm. When I set the targets of the eyes to the respective eye controls, the eyes moved out of their location down the z axis.
Perfect easiest way
Thanks. Simple, direct, and concise. But, consider hiding your peripheral objects such as lights, and cameras, etc. That circular light object confused me into thinking it was part of the rig geometry.
Nice to do illustrations, but not for animations. By not using bones you lose a lot of animation features, present only in bones, like copying and pasting poses, resetting positions, and so on.
Bruno Cornelsen good to know! Admittedly I've only worked on illustration but plan to dip my toes into animation soon so I appreciate the head up!
So if i want to export to unity. This is a no go?
Works
i love you
so i added a mirror mod to my singular eye to make the other one. idk how to give the eyes their own center of origin. right now the center of origin is between both eyes
this does not work if the eyes are parented to a bone, they jump position
more Blender Tutorials pls.
hye Nice tut as well :)
what you preferred between Maya & blender for retop & rigging process ? in case of easy and faster work flow
i know you are using both soft :)
Retopo I use 3D coat but I will give Retopoflow 2 a shot soon as it looks great (blendermarket.com/products/retopoflow ) and I'm not using Maya any more. I rig and render only in Blender. I'm not sure which I prefer because I don't think my rigging skills aren't advanced enough to compare
I've been using retopoflow 2 for a while; if you're low on cash or just want to try it out before purchasing it (it recently got a pretty good update that increased the price a bit) you can download it from the github! github.com/CGCookie/retopoflow it's pretty amazing, although not very well suited for tablet use; for now haha, but it's my retopo tool of choice now that you "converted" me to blender~
thanks :) i am new to this filed and i mostly use maya but now i am thinking to move to blender so i was asking a compression b/w Maya and blender retopo tools which one is easy and adoptive also uv & texturing as well..if something easy in blender then i m not gonna learn that in maya.
hey will a engine even see these as bones?
How do i parent the eye controller to the metarig???
No Cursor to World Origins?
i like the eye texture,it's pretty good,how did you make it?
See my latest tutorial 🙂
Can you do a video how you made the eyes ?
Great short vid! Will you ever go back to Maya?
Not sure about that, Blender is an amazing tool at an unbeatable price!
doesnt work 2022 o rigged humanoids eye, in rest mode or pose
Why not use a bone setup? You can make sets with this quick setup, not really useful for animation i think
Rombout Versluijs yes somebody else mentioned this and it's because I've only really done illustration. I will probably make a follow up video highlighting points like this, thanks :)
This won't do it if you want to rig a game character
Wait, what?