Eye rigging, 3 different styles - Blender tutorial
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- เผยแพร่เมื่อ 16 ม.ค. 2024
- I rig spherical eyes, not spherical eyes (lattice modifier), and with shaders and empties
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Once you start animating the head about over time (the head and the ctrl.eye) the child of constraint seems a bit problematic once you try turning it off and on a couple of times. I ditched it by making a parent inside the ctrl.eyes bone which (parent.ctrl.eyes) is parented to the head bone (no constraints on the parent.ctrl.eyes). Then I parented the original ctrl.eye to a root bone I made, along with the head bone. Then I added a copy transforms constraint to the ctrl.eyes bone, to copy the parent.ctrl.eyes. By switching the influence on and off I can get the head to animate all over the place throughout the 3D space while turning the eye following feature on and off multiple times at will. I also tweaked some other things so the eyes can be moved independently. This is fun stuff to mess about with! I'm so glad the likes of you and Nathan Vegdahl have put this stuff out there so fairly clueless people like me can have a chance at understanding it and seeing how others have figured it out! You always have interesting and surprisingly efficient approaches to things.
This is great. I learned to rig eyes using the incredibly helpful humane rigging series (the torso pivot slide is quite the thing!), but I love this because it's simpler and you show how you can make the eyes cross and rotate by scaling and rotating the middle control bone. And you get the switchable parent where the eyes can look with the head or look at something else as the head moves via child of. I'll test that out for sure. Thanks, I'm going to simplify my next eyes rig thanks to you!
please make a video about procedural creation of eyelids
the last method just saved me hours, thank you!!!
Thank you so much, I learns a lot from your every new video😍😍
That's so cool ! Thank you
Cool !
thanks man! :D
Can you please show us how to make the eyes blink?
Thank you so much! Can you teach eyelids?
For anyone wondering about the last one, I don't think it has to be a perfect cube in order for the pupils to work.
It can be any shape
You should make a series of Blender tutorials called "How to delete blender cube"
Thank you so much
cool. thanks
thanks!!!❤
I think you can weight-paint latices. Vertex groups list is right there above shapekeys
sorry I just checked and yes you can't weight-paint but you can assign weights in vertex groups. I suppose absence of weightpaint mode in lattice objects is inconvinient and makes little sense but at least we got those :/ Btw great video! I used simmilar technique a while back on Grease pencil when I was trying to make stilized 2D eye of a fly character. Only difference was that I used one bone which I scaled in pose mode and hid in on separate layer... Which I know wasn't the best way bot it got the effect and I was wondering ever since how could it be done in better way. Thanks for this tutorial :)
Will you please show us how to rig eyes with empties and shaders?
Just parent the empty to a bone and then you can move it in pose mode
I wish you went into more detail on how to rig the shader eye, becouse mine keeps on veering to the right but only on the left eye making it uneven.
20:53
in the third part how do I make the eyes square. you said it was complicated but i want to know how
what about the eyelids?
Can you upload some maya rig tutorial
I don't use maya
There is no way it works like this in Half-Life 2.
Or is it? It uses just one bone for eye targeting. Right?
This looks complicated. I don't know what is the best way of doing it for games.
Neither do I, I haven't worked with a game engine before. I imagine there is a similar constraint for making one bone point at a target
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Thank you so much