Great eye rigging tutorial! Just wanted to let people know, if you've landed here looking to rig eyes for a game, this uses constraints, which I don't think engines support (at least Unreal doesn't). For games you're going to need to replace the constraints with drivers. Try this video instead, short and sweet. -->Blender 2.82 : Rigging Eyes (In 60 Seconds!!!)
I got a little stuck the first time around because I wasn't in the right mode when duplicating bones. But this was also my first time ever rigging! And eventually I succeeded! Great tutorial!
If you're having problems with the eyes rotating instead of following the head's rotations, here's the solution that worked for me: - After finishing the armature of the eyes, go to "Object Mode" and select one of the eyes. - Click on the "Modifier properties" and delete the armature. - Now with the eye still selected, Shift+click the armature, then change to "Pose Mode", click the eye bone, Ctrl+P > Bone. Done. Now repeat the process with the other eye. Hope this works for you.
This seemed to work but now all my actions/animation loops have the eyes separated and far away from the head in them. Does anybody know how to fix this? I'm using Blender 3.4.1. Edit: Ifigured out how to fix this, posting in case anyone has this problem. After you finish the rigging in the video, go to object mode and delete the armature modifier for the eyes. Then select the eyes, and shift select the armature. go into pose mode. Select the bones that are in the eyes and ctrl+p, choose bone. This should make them follow the head movement correctly. I'd recommend doing one eye at a time. Also, I tried using this rig for simple cartoony eyebrows and it works really well for that too, so thank you again Pixxo. :) It lets me raise them up and down and tilt them back and forth, allowing for lots of expressions.
Thanks! The step of parenting eye with bone dont work for me. I weighted the eye to the bone to fix it. I guess the problem is that I already had the full body rig and this interferes in some way. It can be?
The video was great and I managed to make it successfully! then as I went to press ctrl + s then the blender program closed by myself and deleted half my progress and now I have to rewatch the video. Well at least the video is good!
I had the same problem, but i figured it out. When you're making the bone for the actual eye, the bone has to be made in the dead center of the eye. For that, if your eye's origin is in the center of the geometry, you can proceed with using shift + S and selecting 'cursor to active', which should make the next armature spawn in the middle of the eye, which can be done with shift + A to ensure that it is in fact in the eye's center. After that the steps in the video can be done normally and it should work out hopefully.
I would love to do this but for some reason when I do cntl +P to parent it and select keep offset. Then when I try to duplicate the eye my blender always crashes... I have a rtx 4060 graphics card so I don't know why it would crash on me every time I try to duplicate... wondering if anyone would know what the issue might be?
Hey, kinda late I know, dunno if you fixed your problem but I wanted to ask anyway, is your eye by any chance high on geometry ? Blender tends to easily crash despite your hardware, I would recommend trying both the Steam's Blender and the one from the website and check if that changes anything
my blender rarely ever crashes unless it's super high poly. I have an rtx 3050 in a dell optiplex 3050. Did you make the model? that inly happens to me when I get a sketchfab model that was made in offbrand software
I have a question about the pupil, it is black when it is not on any object with material of a different color, for example, if you put the eye on a character, the pupil becomes the color of this character, how to fix it?
Came from learning to rig with rigify and was royally pissed because didn't know how to just parent to a signle bone. Automatic weights to full bone rig vertex group rigging does that... so stupid to not know the basics. The bit i was after was at 5:30... still glad i watched entire video was great refresher although i had rewatch after getting rid of my frustration lol
How would you do this if you can't rotate the eye object itself? My character has none spherical eyes so rotating the object would not be an option. I was thinking that instead it might be possible to adjust the uvmap location of my iris texture using drivers that track the position of the object. However I struggle with that as I only know how to use driver values as is, and this would require a math formula to calculate the distance of the eye object and the tracking object, and then divide the ouput value a bunch so it doesn't move the UVMap in full steps of 1.0, any clue how you would do this?
about the eye movement, can this method apply with one eye, but duplicated by mirror option? cause I was apply Mirror for the Eye for put right eye in same position as the left eye.
if you're still replying to comments, upon finishing this tutorial and applying all the steps, my rig's eyes dart out past the intended spot, how do i fix this??
really love this tutorial, but it gives some problems at the end of the tutorial with my rig. When i try to CTRL+P Bone so the mesh moves along, it "anchors" at the bottom of the x/y/z axis and makes the mesh move really weird. I dunno if thats a problem with my rig or because your meshes are at the x/y/z axis and mine are far above it because it has a body?
Look up a video on weight painting- the eye bone shouldn't have any influence on the head mesh only the eye. Either unpaint what it is distorting or delete the bone influence from the separate mesh head. Automatic weight painting helps but can't figure out everything.
Great eye rigging tutorial! Just wanted to let people know, if you've landed here looking to rig eyes for a game, this uses constraints, which I don't think engines support (at least Unreal doesn't). For games you're going to need to replace the constraints with drivers. Try this video instead, short and sweet.
-->Blender 2.82 : Rigging Eyes (In 60 Seconds!!!)
Very good to know!
Great tutorial mate, nice pace, very easy to follow - just the ticket i was looking for
You have some of the best tutorials on YT, thanks so much for uploading these as they are so easy to follow and inspiring for new learners like me! :)
Thanks dude, this was the best eye rig tutorial I’ve ever watched
This has saved my life holy F, thank you for making it so simple
love this rig, always come back to it when i'm rigging eyes
Thank you for a great tutorial! Very easy to follow along.
Great! Efficient and clear. Thanks for this tutorial!
Simple and objective. It helped me a lot. Thank you!
Great tutorial! The eyes are terrifying tho XD
I got a little stuck the first time around because I wasn't in the right mode when duplicating bones. But this was also my first time ever rigging! And eventually I succeeded! Great tutorial!
thanks this tutorial helped me so much!!
(sorry for npc comment but fr this vid is exactly what was im searching for 💀🙏)
Very easy simple and clear teatching. Thanks a lot !
If you're having problems with the eyes rotating instead of following the head's rotations, here's the solution that worked for me:
- After finishing the armature of the eyes, go to "Object Mode" and select one of the eyes.
- Click on the "Modifier properties" and delete the armature.
- Now with the eye still selected, Shift+click the armature, then change to "Pose Mode", click the eye bone, Ctrl+P > Bone.
Done. Now repeat the process with the other eye. Hope this works for you.
Thanks
Thanks so much. This is the easiest solution and has made my day :)
Thank you buddy for helping out. Was stuck for like 2 hours doing this by myself
Thank you so much! I was having a lot of trouble with this one
This seemed to work but now all my actions/animation loops have the eyes separated and far away from the head in them. Does anybody know how to fix this? I'm using Blender 3.4.1.
Edit: Ifigured out how to fix this, posting in case anyone has this problem. After you finish the rigging in the video, go to object mode and delete the armature modifier for the eyes. Then select the eyes, and shift select the armature. go into pose mode. Select the bones that are in the eyes and ctrl+p, choose bone. This should make them follow the head movement correctly. I'd recommend doing one eye at a time.
Also, I tried using this rig for simple cartoony eyebrows and it works really well for that too, so thank you again Pixxo. :) It lets me raise them up and down and tilt them back and forth, allowing for lots of expressions.
Thanks!!!
Thank you for this well explained tutorial!
It works! Great man!
what if my eyes aren't two objects?
Go into editing mode, select all the faces on one eye, press P -> separate by selection
@@________stephens8251 i figured it out on my own, thanks anyway!
That means you are a cyclops 👁️
@@________stephens8251literally just did this, great prerequisite, lol.
thank you very much! it helped me a lot to fixing Alduin's eye wdo didn't had bones on the eyes
Thank you, great tutorial - short and simple!
YOU ARE THE BEST
Thanks! The step of parenting eye with bone dont work for me. I weighted the eye to the bone to fix it. I guess the problem is that I already had the full body rig and this interferes in some way. It can be?
Exactly what I needed, thank you!
The video was great and I managed to make it successfully! then as I went to press ctrl + s then the blender program closed by myself and deleted half my progress and now I have to rewatch the video. Well at least the video is good!
I used a modified version of this and it worked out very well, good tutorial
Great content bro subscribed
I created nightmare fuel upon parenting this eye rig with my character. x)
I tried with a ready parented rig and it worked, though. So thanks a bunch!
The eyes I made wont stay in one spot everytime I rotate them. Any reason why this is happening?
I had the same problem, but i figured it out. When you're making the bone for the actual eye, the bone has to be made in the dead center of the eye. For that, if your eye's origin is in the center of the geometry, you can proceed with using shift + S and selecting 'cursor to active', which should make the next armature spawn in the middle of the eye, which can be done with shift + A to ensure that it is in fact in the eye's center. After that the steps in the video can be done normally and it should work out hopefully.
Thankyou, works just as intended :-)
Very informative. Thank you very much for this
But what about eyelids rig? Custom made, no rigify, no shape key + drivers method?
I would love to do this but for some reason when I do cntl +P to parent it and select keep offset. Then when I try to duplicate the eye my blender always crashes... I have a rtx 4060 graphics card so I don't know why it would crash on me every time I try to duplicate... wondering if anyone would know what the issue might be?
Hey, kinda late I know, dunno if you fixed your problem but I wanted to ask anyway, is your eye by any chance high on geometry ? Blender tends to easily crash despite your hardware, I would recommend trying both the Steam's Blender and the one from the website and check if that changes anything
my blender rarely ever crashes unless it's super high poly. I have an rtx 3050 in a dell optiplex 3050. Did you make the model? that inly happens to me when I get a sketchfab model that was made in offbrand software
Question, will this work on eyes that look more like contact lenses rather than sphere’s?
Thank you for tutorial!!
I have a question about the pupil, it is black when it is not on any object with material of a different color, for example, if you put the eye on a character, the pupil becomes the color of this character, how to fix it?
Came from learning to rig with rigify and was royally pissed because didn't know how to just parent to a signle bone. Automatic weights to full bone rig vertex group rigging does that... so stupid to not know the basics. The bit i was after was at 5:30... still glad i watched entire video was great refresher although i had rewatch after getting rid of my frustration lol
Thanks a lot! This was very useful
How would you do this if you can't rotate the eye object itself? My character has none spherical eyes so rotating the object would not be an option.
I was thinking that instead it might be possible to adjust the uvmap location of my iris texture using drivers that track the position of the object.
However I struggle with that as I only know how to use driver values as is, and this would require a math formula to calculate the distance of the eye object and the tracking object, and then divide the ouput value a bunch so it doesn't move the UVMap in full steps of 1.0, any clue how you would do this?
Very helpful, thank you.
This works perfect. Thanx so mcuh! :)
Great tutorial!
Thank you! you are awesome!!!!!!!!
Thank you so much for this tutorial!
Thank you. Well explained. 👍
I followed this tutorial but when i added it to rigify bone when i generate it , it doesnt work anymore? Why ? Thanks
definitely enjoyed!
which blender version are you using because that is not working for me
Is there a way for them to move sideways instead of rotating around themselves?
about the eye movement, can this method apply with one eye, but duplicated by mirror option?
cause I was apply Mirror for the Eye for put right eye in same position as the left eye.
Very good tutorial, but when I export the character as FBX and then import it to Unity, the eyes doesn't move. Why's that?
Great tutorial, thank you
This video was perfect, but I have one question;
How do I connect the head bone to the head now XD
Thank you..
I love watching all your tutorials.
i have a small question.. How do I make the eye follow the camera in its movement?
You have to Damp Track the "look" bone to the camera
And how does it connect to the body rig?
if you're still replying to comments, upon finishing this tutorial and applying all the steps, my rig's eyes dart out past the intended spot, how do i fix this??
superb!
Just great stuff!!
you are the best
really love this tutorial, but it gives some problems at the end of the tutorial with my rig. When i try to CTRL+P Bone so the mesh moves along, it "anchors" at the bottom of the x/y/z axis and makes the mesh move really weird. I dunno if thats a problem with my rig or because your meshes are at the x/y/z axis and mine are far above it because it has a body?
nvm i fixed it! had to do a few different steps. Thank you!
Thanks mate!
Спасибо большое!
Твоё видео мне помогло) Желаю тебе успехов😊
Thank you so much
how to prevent the eye bones from distorting the head mesh?
Look up a video on weight painting- the eye bone shouldn't have any influence on the head mesh only the eye. Either unpaint what it is distorting or delete the bone influence from the separate mesh head. Automatic weight painting helps but can't figure out everything.
Great. Very helpful but the only issue is how this works once you generate the rig..
THANK YOU!!!!!!!!!!!!!
THANK YOUUUUUUUUUUUUUUUUUUUUU
Trying to create a rig for four eyes
so good thanks so much!
cool thanks
🎉🎉🎉🎉🎉 awesome thanks
ver y nice, thanks
The keep offset don t appear for me
thanx!!!