Alright, everybody, this is the last video in my eyelid series! There are other ways to rig an eye (bendy bones as curves, multiple mesh drive shape keys, a mix of rig + shape keys) But I hope I showed here a couple of simple methods that you can use either as a starting point or as a feature in a larger face rig. I have a couple of Grease Pencil tutorials coming up, but I will be working towards a full face rig tutorial where I use one of these methods. Let me know if you have any questions and as always thanks for your support!
I forgot to ask my answer on the last video so here it is: how do you proceed for non-spherical eyes ? It will not change a lot for the shapekeys but for the bones setup ? Really hyped by the full face rig coming next !
Hi! For a non-spherical eye, I suggest you use the action constraint method: th-cam.com/video/iG-xHq-8cmc/w-d-xo.html This allows you to animate the eye blink and save that action for future use. You have full control of the shapes, but you don't have to worry about rotation! I like this method, but I like combining this with shapes keys for a full blink effect.
@@LevelPixelLevel So there's not really a way if I want my eyelid to be driven only by bones and not actions, thanks ! The action method seems to be the more flexible and reusable.
This method is good, with two bones to control the eyelids can solve the problem of eye movement when turning the head (with a bone to control the eyelids).
i tried with this method work well but I could only move one i selected both in the pose mode not able rotate both eyes in the same time.. what i am doing wrong thank you
Yes for sure! You can also add shape keys onto the lid to add more expressions. You can even add a nother layer of bones on the lid for tons of control. This is a design choice for sure, and not all shows/games will pick this. But if they do there is a ton of freedom on the rig/animation side.
This method seems incredibly easy bordering on cheap, but I wonder how useful it'd be with characters not using a "Family Guy"/Peter Griffin eye design. I, for instance, make more anime-like models and prefer the sort of "cool"/ikemen/shounen angled-eye look you might find in Touken Ranbu. (Example: touken-ranbu.fandom.com/wiki/Shokudaikiri_Mitsutada/Gallery )
Yeah, this is for very simple characters, for more advanced eyes I would use this method: th-cam.com/video/_7rk-zFvVis/w-d-xo.html&ab_channel=LevelPixelLevel Or this method: th-cam.com/video/iG-xHq-8cmc/w-d-xo.html&ab_channel=LevelPixelLevel
Alright, everybody, this is the last video in my eyelid series! There are other ways to rig an eye (bendy bones as curves, multiple mesh drive shape keys, a mix of rig + shape keys) But I hope I showed here a couple of simple methods that you can use either as a starting point or as a feature in a larger face rig.
I have a couple of Grease Pencil tutorials coming up, but I will be working towards a full face rig tutorial where I use one of these methods.
Let me know if you have any questions and as always thanks for your support!
many thanks
realy love this series. thanku
I love this series , hope next about finger rig control...
Good idea! A finger/hand rig is actually a great course I'll add it to the list.
Hello! Thank you for your lessons. I’ve been subscribed to your channel for a long time and have never regretted it !!!
Sincerely, Alexander.
Thank you! And I'm glad you are enjoying it!
I've been loving this series!
Thanks! I think this is the last video though (for eyelids) I have lots of grease pencil content coming up!
@@LevelPixelLevel Aw Yissssssss
thank you very much I was searching for the same tutorial
Right on! Glad you found it useful 👍 😀
thank you so much.... I was completely lost
I forgot to ask my answer on the last video so here it is: how do you proceed for non-spherical eyes ? It will not change a lot for the shapekeys but for the bones setup ? Really hyped by the full face rig coming next !
Hi! For a non-spherical eye, I suggest you use the action constraint method: th-cam.com/video/iG-xHq-8cmc/w-d-xo.html
This allows you to animate the eye blink and save that action for future use. You have full control of the shapes, but you don't have to worry about rotation! I like this method, but I like combining this with shapes keys for a full blink effect.
@@LevelPixelLevel So there's not really a way if I want my eyelid to be driven only by bones and not actions, thanks ! The action method seems to be the more flexible and reusable.
This method is good, with two bones to control the eyelids can solve the problem of eye movement when turning the head (with a bone to control the eyelids).
i tried with this method work well but I could only move one i selected both in the pose mode not able rotate both eyes in the same time.. what i am doing wrong
thank you
Hey, compare your work to the example files provided, check those out to make sure all the functionality is the same.
@@LevelPixelLevel thank you i will check
Please, share some more videos about animation workflows!
Some of those are coming up soon :)
Could also make the unused parts of the sphere have different shapes. Like a roulette. Flip the bone 180 for another look.
Yes for sure! You can also add shape keys onto the lid to add more expressions.
You can even add a nother layer of bones on the lid for tons of control.
This is a design choice for sure, and not all shows/games will pick this. But if they do there is a ton of freedom on the rig/animation side.
This method seems incredibly easy bordering on cheap, but I wonder how useful it'd be with characters not using a "Family Guy"/Peter Griffin eye design. I, for instance, make more anime-like models and prefer the sort of "cool"/ikemen/shounen angled-eye look you might find in Touken Ranbu. (Example: touken-ranbu.fandom.com/wiki/Shokudaikiri_Mitsutada/Gallery )
Yeah, this is for very simple characters, for more advanced eyes I would use this method: th-cam.com/video/_7rk-zFvVis/w-d-xo.html&ab_channel=LevelPixelLevel
Or this method: th-cam.com/video/iG-xHq-8cmc/w-d-xo.html&ab_channel=LevelPixelLevel