HOW TO RIG NON SPHERICAL EYES IN MAYA

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  • เผยแพร่เมื่อ 29 ม.ค. 2025

ความคิดเห็น • 32

  • @fxanXnan1Xn1
    @fxanXnan1Xn1 10 หลายเดือนก่อน +19

    I applied this method to Spyro's eyes 17 years ago. It's a very traditional way. 😊

  • @sukchoi3864
    @sukchoi3864 2 ปีที่แล้ว +2

    It's quite impressive that you made this using the joint system! Always thanks for you to share useful tips!

  • @eliranmagen7008
    @eliranmagen7008 2 ปีที่แล้ว +4

    Awesome trick! non-spherical eyes are always so tricky, I usually use lattices to deform the eye and then skin the lattice to a joint but your solution seems even more intuitive. Thanks :)

    • @builtbycolossus
      @builtbycolossus  2 ปีที่แล้ว

      Ah yes, I love a good lattice! One of the most versatile deformers imo

    • @manuelding3402
      @manuelding3402 ปีที่แล้ว

      you can still deform the Offset-Group with the lattice if you want. Works also fine with that setup. 👍

    • @TynanCreations
      @TynanCreations 10 หลายเดือนก่อน

      I didn't know you could skin a lattice to a joint! That's your way of keeping the lattice moving with the rig? Are you skinning both the eye to the eye joint AND the lattice to the head joint? Doesn't that give you double transforms on the eye? His method of deforming the eye by putting the eye joint in a group doesn't work when the eye joint is parented by the head joint. Scaling that group has no effect on the eye.

  • @stevens.5700
    @stevens.5700 ปีที่แล้ว +2

    This tutorial was really helpful! I was wondering how to copy the eye that we make, as I am unable to duplicate it or copy and paste it?

  • @박건일-c5i
    @박건일-c5i 2 ปีที่แล้ว +1

    Super cool! I love your method.

  • @TynanCreations
    @TynanCreations 10 หลายเดือนก่อน

    Nice tutorial! Especially like the pupil scaling control. I think the reason riggers resort to a lattice deformer for this instead of just grouping the joint is because the eye joint is going to be a child of the head joint. If you stick a group node between the head joint and eye joint. . scaling that group won't do anything.

    • @builtbycolossus
      @builtbycolossus  10 หลายเดือนก่อน

      Interesting! I can't test right now, but It should still work, but you'd probably need another offset group to be able to first zero out the initial group.
      So joint -> offset_group (hold offset transform values) -> group (the group you'd scale) -> joint

    • @builtbycolossus
      @builtbycolossus  10 หลายเดือนก่อน

      If you're using just joints, try turning off "segment scale compensate" in the attribute editor for child joints

    • @TynanCreations
      @TynanCreations 10 หลายเดือนก่อน

      @@builtbycolossus Turns out the issue was because I was parenting the eye rig to joints with all sorts of matrix and custom nodes attached to them (mGear rig). Solved the issue by just building the eye rig separately, including the eye joint. ... and just attaching it as a child to the existing rig eye joint.

    • @builtbycolossus
      @builtbycolossus  10 หลายเดือนก่อน

      @@TynanCreationsNice!

  • @vac9781
    @vac9781 ปีที่แล้ว +1

    i am new , i really hope u explain how u open that skin cluster setting . i think this is nice video

    • @builtbycolossus
      @builtbycolossus  ปีที่แล้ว +1

      Hi Vac!
      Yep, there's a couple of ways.
      Once the mesh is skinned to some joints, you can right click on the mesh -> paint -> skincluster
      Or you can select the skinned mesh and click on hammer/dots symbol at the top right of your Maya screen

  • @bfoxGuile
    @bfoxGuile 11 หลายเดือนก่อน

    Heya so Ive been doing this method for about two weeks, i got it down for the most part but when moving it with the eye controls it stretches out the eyeball, i may have forgotten how to make the eye a solid figure without stretching?

  • @onurgunduz2428
    @onurgunduz2428 ปีที่แล้ว +1

    super thanks bro

  • @gracej5174
    @gracej5174 ปีที่แล้ว

    This helped so much!!!!

  • @renofunkys
    @renofunkys 10 หลายเดือนก่อน

    Nice tutorial~ not complex method!
    But I got different result at 2:40. When I rotate eyeball_Jnt, I don't know why the eyeball shap can't fixed at non spheriacl, it will change the shape.
    I use MAYA 2024

    • @builtbycolossus
      @builtbycolossus  10 หลายเดือนก่อน +1

      Hi! Glad you liked the tutorial. Make sure you're scaling the rig with the offset group, not the joint itself
      That being said, I havent tried on Maya 2024!

  • @builtbycolossus
    @builtbycolossus  2 ปีที่แล้ว

    Do you have a favorite way you rig eyeballs, spherical or not? Let me know in the comments!

  • @puggybooth
    @puggybooth ปีที่แล้ว

    Just wow.

  • @나나-o8d
    @나나-o8d ปีที่แล้ว

    this is good!👍👍👍

  • @10Exia25
    @10Exia25 ปีที่แล้ว

    Is this applicable for games ?

    • @builtbycolossus
      @builtbycolossus  ปีที่แล้ว

      Hi! At least for Unreal, I couldn't maintain the effect when exporting a single joint hierarchy (turned off the segmentScaleCompensate attribute on the skinned joint)
      Maybe someone else would know better.

    • @mattrigger
      @mattrigger 7 หลายเดือนก่อน

      @@builtbycolossus Swimming through the parent space like this requires shear, Unreal does not support shear in its bone matrices. Unity does though.

  • @munkhbold8308
    @munkhbold8308 8 หลายเดือนก่อน

    T hanks