Thanks man! :D Exactly what I need! I had the issue that the bone at the bone constrains looked upwards instead to the eye.tracking-bones. If you get that issue too heres the settings for the constraint: Track Axis Y and Up to Z. That fixed it. :3
Thanks a lot. I had the same issue. Your fix works fine. (The bone constraints properties are on the tab with the blue bone icon, on the right side-panel, right below the green bone icon)
thank you! it also went wrong for me with the bone constraint, but luckily could find the answer in the comments ( bone constraint change track axis Y/ Up z)
Its neat the individual eyes are controllable, but I like the way the Y axis allows the eyes to "focus" with a single control instead of the 3 bone setup you have.
I just did this with Suzanne, she's pretty much ready to go for face rigging. The only problem I ran into was I needed to stretch the mesh around the eye socket to avoid gaps. I posted my work on my channel.
My existing character already has a head bone. How can I connect the "eye bones you completed" to an existing character? I tried various things for an hour, but all failed.
Awesome, thank you man. During the corona and uni studies i'm having lots of free time. Creative (even if its just for fun) action is good for mental health. It is awesome that you can use this rigging to make teeth, gums and lips and everything. Tongue is good with 2-3 bones.
Now how do we attach this to the head bone? Which bone do we parent? They are all parented and any bone which I try to parent to the head bone messes up the eye rig
Not really, I just did this to a rig, you just need to use the head bone as the main bone that he shows, no need to create another head bone, only the eye bones
hi, great tutorial!! I've tried to replicate and faced a small difference once upon adding constraint "track to" (06:04 min). after adding constraint the orientation of the bones eye.L and eye.R changed from Y-axis to Z-axis. means bones literally come to an upright position. This do not affect rig functionality , but trying to understand why did that happen
I had the same Issue and changed "Track Axis" to "Y", And "Up"to "Z". This fixed to upright position of the bone to the correct position as shown in the video! :)
Brian..i figured it out....click on eye bone in pose mode....go to constraints panel...Change track axis to Y and up axis toZ. If that doesnt work..start over from scratch and follow THESE constraint settings..Good Luck
You can scale the eye controller to bring the focal point closer... Meaning make your character look at something super close or go cross-eyed. Also you could add another bone in each eyeball to Wight paint the iris and have scalable iris bones to dilate or contract the iris
All true, though I would recommend using shape keys for pupils and iris, then just setting up a control object to effect your value slider. Historically I have found this easier than messing around with weights.
I tried to use this on my rig but the eyes fall our of my characters head, as I've seen other people in the comments saying. wish there was a solution for this.
6:10 my armature within the eyeball changed rotation back to upstraight when I do the "Track To" selection in Pose Mode. does anyone have encountered cases like this? is there anything I should look back and fix? cuz this is my second time retrying this tutorial but it still shows the same result.
It's working but weird. I connected the eyes bones to what you said was the head bone of my character. But when trying to move any part of the head at all, the eyes just goes completely out of the head. How do you fix that ?
rotating the eyeball bones at 3:45 should have been done with pivot point set to "individual origins" so both eye bones rotate around themselves, from their respective bases. it works with 3d cursor in your very specific example, but some models won't allow that luxury.
hi, i have an issue. when i click ctrl shift c and click track too on the eye bones, the bone stick up in the air rather than staying in their rotation. what do i do
late response sorry. I had the same issue but when I finished the tutorial I found that it didn't make a difference which way they were pointing the eyes still worked as they should :)
And how are you going to make sure each eye has the same distance from the central bone when you put them on a face? This rig doesn't take care of that.
Worked just fine for me. Only weird thing that happened was the eye bones had rotated pointing back upwards when I put the 'track to' constraint on it.
You have to apply the transformation whenever you move/rotate/scale something if you want it to be the default position. Ctrl + A, then select either Location, Rotation, Scale, etc.
Awesome, works, the eye bones rotated back up when i applied the track but it still works. My baby tiger is going to come to life soon :D liked and sub thx
Have you checked the origin point of your eyes? While in Object Mode, select one of the eyes, leftclick, and select “origin to geometry” from the cursor menu. You should see the orange origin dot move to the center of the eye. Do this for the other eye too.
In Pose mode > Bone constraints > Bone (make sure Eye look L/R are selected) > change Track axis to Y > change Up to X .... this should solve your problem with Track To
6:05 my bones inside of each eyeball roll straight up Ctrl+Shift+C I did the tutorial twice and I still can't fix the problem. Final product: Also, the eyeballs "roll" in their sockets if my character bends over. As though the eyes only work if the head is perfectly level.
Yo Rhomis, got the eyes working! you may want to edit your 'bone constraint' settings of the 'track to' on the bones in the eyeballs! For me Track axis Y / Up Z worked for me! But play around with the settings and they'll point the right way!
my solution to the eyes not staying in the head: DONT weight paint the eyes at all, unless you need the eyes connected to something else, just delete all of the vertex groups on each eye. i had the eyes weight painted to the head and that was what was messing it up. i also set the individual origins of the eyes by right clicking on them in object mode, and setting their origin point to geometry individually. hope this helps!
hey,when i press ctrl+p i cannot press on any of the options, also happens when i try to access the parenting menu through right click. help is very much appreciated :)
I've tried to follow this and failed. very close to giving up on blender. so many of the functions don't work or are just so confusing. I went to college to study character animation Maya 3d and it was so intuitive. Now I am by no means promoting Maya or ANY other 3d package, I am however stating that as a noob to blender the frustration level is off the chart for me. switching back and forth between Obj and Edit modes and functions not working when i so desperately want it to work is burning me out. Sadly. I want it but it's not getting "fun" I don't mind hard work and pressing on. but I feel so alone. I've been asking for help but NO ONE gets back to me with any answers. I do not know where to turn to get help to improove. Is anyone out there even listening. Help!? Peace.
What didn't work and where it failed? Rigging is new to me, too. But I could follow this great tutorial. Of course, I did some "noobs" mistakes. I was in object mode and not in edit mode when I was going to add the bones. It created multiple armatures (with a single bone) instead of multiple bones. In consequence, the 'Parenting and keep offset' menu entry was missing. I am not the only one who did that mistake :D You can use the TAB key to easily switch between edit and object mode. The switch is necessary to set the 3d cursor to the origin of the eyes which is the spot where the bones are created when back in edit mode. And yes, you need to pay attention carefully not to end up in the wrong mode ;-) There was an issue with the bone constraints that looked upwards after parenting. But Antonia Exner posted the fix, see comment below. In the middle of the video I had to rotate the eye bones by +90 degrees for some reason, not by -90d like in the video. That was the only few issues I had. If you're new to blender check out "Blender Guru's Donut" tutorial. It's a great tutorial for absolute beginners. Since you're interested in character animation you want to check out Dikko's channel and the "Modeling for Animation" series. It's all about how to model a character from the scratch for animation. It covers texturing (baking) as well. And rigging is in progress right now. Grant Abbitt has also a ton of free tutorials and an active discord server if you need help. Hope that helps!
I'm a little confused, have you decided to switch to blender due to the price of maya? i've always been the opposite, i was forced to use maya at school and found it way less fun to use compared to blender. i can agree though that following a tutorial and having it still not work is utterly frustrating, but luckily blender has a lot of tutorials for free in comparison to maya, so sometimes it's just about finding the right tutorial. i find some tutorials explaining 'thing' to be frustrating and just not making any sense, and then another tutorial explaining 'thing' to make perfect sense and just work, even if it's the exact same 'thing'. i personally find dikkos videos to be really good, but what works for me might not work for you.
Hey! Here's a hot tip for you. Whenever you make changes to an object such as rotation or scale and you want it to be its default position, don't forget to Apply the transformations. Ctrl + A then you can select if you want to apply Location, Rotation, Scale, etc. Good luck, man. You can do this!
@@jkartz92 basically! Here's good video explaining this concept way better than I did: th-cam.com/video/sBoDol4xQqg/w-d-xo.html. Hope this it's okay to post links in this comment section and this response doesn't get shadow banned!
they're probably already parented, you should check the bone relations! bc if they're already parented blender only shows you the option to connect them :> hope that helped :}
Thanks man! :D Exactly what I need! I had the issue that the bone at the bone constrains looked upwards instead to the eye.tracking-bones. If you get that issue too heres the settings for the constraint: Track Axis Y and Up to Z. That fixed it. :3
Thanks a lot. I had the same issue. Your fix works fine. (The bone constraints properties are on the tab with the blue bone icon, on the right side-panel, right below the green bone icon)
THANKS
@@maxmakez5015 youre welcome! :3
@@sunnysomebuddy5511 thaanks!!! saved me
That fixed the issue. Thank you!
I've seen a few rig tutorials for eyes, but this has to be the best one! very easy, simple and quick to do!
I really like how there is a control bone for each eye instead of just one for both.
thank you! it also went wrong for me with the bone constraint, but luckily could find the answer in the comments ( bone constraint change track axis Y/ Up z)
Its neat the individual eyes are controllable, but I like the way the Y axis allows the eyes to "focus" with a single control instead of the 3 bone setup you have.
THANK YOU I've tried so many tutorials and none of them worked you saved my life😭🙏
Track to doesn't seem to account for overall rotation, its better to use "damped track" when animating where a head might tilt.
thank you
THANKS i had no idea the bone just moves with what he said but damped works
Amazing Tip! 😍
Thank you! Ive been trying to figure this out for 2 days.
I just did this with Suzanne, she's pretty much ready to go for face rigging. The only problem I ran into was I needed to stretch the mesh around the eye socket to avoid gaps.
I posted my work on my channel.
My existing character already has a head bone. How can I connect the "eye bones you completed" to an existing character? I tried various things for an hour, but all failed.
Awesome, thank you man. During the corona and uni studies i'm having lots of free time. Creative (even if its just for fun) action is good for mental health. It is awesome that you can use this rigging to make teeth, gums and lips and everything. Tongue is good with 2-3 bones.
06:07 when i am setting the "track to" constraint the armature is getting vertical the moment I set the constraint
Same! I have no idea how to fix it
@@peter_peter. It's normal, won't change the result.
Go to menu constraint bone eye.R and eye.L > Change - Track Axis ( X-Y-Z)- ось взгляда and UP (X-Y-Z) - положение костей по осям
@@muhammadraflyindraprasta8138 (loud buzzer noise) wrong
@@TheNahema Yes, but after changing in UP options I loose ability to track bone even if it still shows as green
I followed the tutorial and I now have an issue where the eyes move inside and outside of the head if I animate the head.
Now how do we attach this to the head bone? Which bone do we parent? They are all parented and any bone which I try to parent to the head bone messes up the eye rig
Not really, I just did this to a rig, you just need to use the head bone as the main bone that he shows, no need to create another head bone, only the eye bones
Awesome but how to I parent it to the rest of the armature without messing it up?
hi, great tutorial!! I've tried to replicate and faced a small difference once upon adding constraint "track to" (06:04 min). after adding constraint the orientation of the bones eye.L and eye.R changed from Y-axis to Z-axis. means bones literally come to an upright position. This do not affect rig functionality , but trying to understand why did that happen
I had the same Issue and changed "Track Axis" to "Y", And "Up"to "Z". This fixed to upright position of the bone to the correct position as shown in the video! :)
Pixxo..when I parent eyes to look ats.... the bones in eyes point straight up in zed. what am I doing wrong
Same here
Brian..i figured it out....click on eye bone in pose mode....go to constraints panel...Change track axis to Y and up axis toZ. If that doesnt work..start over from scratch and follow THESE constraint settings..Good Luck
@@bobabooey8367 thank you! Yes it worked
@@bobabooey8367 thank you
@@bobabooey8367 Thank you
You can scale the eye controller to bring the focal point closer... Meaning make your character look at something super close or go cross-eyed. Also you could add another bone in each eyeball to Wight paint the iris and have scalable iris bones to dilate or contract the iris
All true, though I would recommend using shape keys for pupils and iris, then just setting up a control object to effect your value slider. Historically I have found this easier than messing around with weights.
@@PIXXO3D I guess but since its a circle setting weights with the circle selector is super easy :)
Thank you. I had some issues with the Constraint axis, but read comments to help me.
I tried to use this on my rig but the eyes fall our of my characters head, as I've seen other people in the comments saying. wish there was a solution for this.
6:10 my armature within the eyeball changed rotation back to upstraight when I do the "Track To" selection in Pose Mode. does anyone have encountered cases like this? is there anything I should look back and fix? cuz this is my second time retrying this tutorial but it still shows the same result.
thank you soo much man, i almost gave up on character rigging, until i found this video
How should I do this for an animal that has side-facing eyes like a buffalo or a zebra?
Hummm maybe just rig them one by one
for anyone else using this for eyes that arnt "radial symmetrical" use Damped track instead, itll rotate based on the tilt of the head.
Thanks for the video! It really helped me set my Zynektic Godzilla's eyes the way I wanted them to. Keep up the good work on these tutorials!
A well explained, smooth going and quick tutorial for rigging! Great job and thanks in a million🤓🤓🤓
when I use Track to constraints it rotates the bone 90 degrees is there something i did wrong?
same happened to me but it didn't affect how my rig worked, it still works as intended even if the bone is facing up
This is a really good helpful video. Thank you for your good work. It helped me a lot.
It's working but weird.
I connected the eyes bones to what you said was the head bone of my character. But when trying to move any part of the head at all, the eyes just goes completely out of the head.
How do you fix that ?
SAME
rotating the eyeball bones at 3:45 should have been done with pivot point set to "individual origins" so both eye bones rotate around themselves, from their respective bases.
it works with 3d cursor in your very specific example, but some models won't allow that luxury.
Just a question, what if there is only one eye?
hi, i have an issue. when i click ctrl shift c and click track too on the eye bones, the bone stick up in the air rather than staying in their rotation. what do i do
Switch the Track Axis to Y instead of -Y
Try using 'Damped Track' tho, that's what solved the problem for me.
late response sorry. I had the same issue but when I finished the tutorial I found that it didn't make a difference which way they were pointing the eyes still worked as they should :)
very very great tutorial
How do you add this to an existing rig?
cool but how would do this for a shader based eyeball that you've made??? my model has ovalish eyes so yeah...
And how are you going to make sure each eye has the same distance from the central bone when you put them on a face? This rig doesn't take care of that.
Worked just fine for me. Only weird thing that happened was the eye bones had rotated pointing back upwards when I put the 'track to' constraint on it.
Yeah, same problem here, I've just rotate the mesh to default position
me too
You have to apply the transformation whenever you move/rotate/scale something if you want it to be the default position. Ctrl + A, then select either Location, Rotation, Scale, etc.
you're a legend bro thankyou sm
i did this to the actual headbone and now cant move the head because eyes are moving only D: how to fix it?
Thank you this video really helped!
Thanks, I found this really helpful and got it all working.
Awesome, works, the eye bones rotated back up when i applied the track but it still works. My baby tiger is going to come to life soon :D liked and sub thx
6:22 When I did it, the bone in the eye pointed up, and now I can't get it to go down.
On Patrol
1 個月前
Try using 'Damped Track'
@@zeoji Oh, I finished, they work the same, just visually the bone is up.
@@zeoji Thank you so much
OMG THANK YOU SO MUCH IT FINALLY MAKE MY MODEL WORK I LOVE YOU 💕
@@zeoji THAAAAANKS A LOOT
Hey, I'm working on a model right now and my eyeballs keep moving out of my head instead of rotating in a fixed position. Any recommendations?
Have you checked the origin point of your eyes? While in Object Mode, select one of the eyes, leftclick, and select “origin to geometry” from the cursor menu. You should see the orange origin dot move to the center of the eye. Do this for the other eye too.
"Track to" is not working for me. The 'eye bone' suddenly points up when the track-to constraint is selected. 'Damp track' gets it to work perfect.
In Pose mode > Bone constraints > Bone (make sure Eye look L/R are selected) > change Track axis to Y > change Up to X .... this should solve your problem with Track To
6:05 my bones inside of each eyeball roll straight up Ctrl+Shift+C
I did the tutorial twice and I still can't fix the problem.
Final product:
Also, the eyeballs "roll" in their sockets if my character bends over. As though the eyes only work if the head is perfectly level.
I have the same Issue! any solution?
Yo Rhomis, got the eyes working! you may want to edit your 'bone constraint' settings of the 'track to' on the bones in the eyeballs! For me Track axis Y / Up Z worked for me! But play around with the settings and they'll point the right way!
@@AlexJorgus absolute life saver dude, thank you
@@AlexJorgus eyy thx got my working at Track axis Y/ Up x
My bone is also quite small compared to my eyeballs.
hehe, small bone
What is the difference between an Armature and Metarig? I can't edit metarig bones in the same mode as armatures... WTF is going on?
my solution to the eyes not staying in the head: DONT weight paint the eyes at all, unless you need the eyes connected to something else, just delete all of the vertex groups on each eye. i had the eyes weight painted to the head and that was what was messing it up.
i also set the individual origins of the eyes by right clicking on them in object mode, and setting their origin point to geometry individually.
hope this helps!
THANK YOU SO MUCH RANDOM INTERNET GUY
It really helped me, thanks a lot!!
thank you so much
after setting the constraint, eye bone is turning 90 degrees and i dont know what to do with that
Make sure you apply all transforms to you rig and to your eyes before trying
@@hideki1862 I already solved this, problem was to choose axis. But then I tried IK rigged eyes and they works better than just track to constraint
It works for me..Thank you
hey,when i press ctrl+p i cannot press on any of the options, also happens when i try to access the parenting menu through right click.
help is very much appreciated :)
bruh just found out that i had to join all of the armature parts together using ctrl+j and then it worked, hope that helps somebody as lost as me
Thank you! You helped me to make a full rig!
Awesome tutorial, thanks mate!
Awesome tutorial, thank you!
Amazing! Thanks ❤
Thanks mate! worked well for what i needed!
is there a way to restraint the bones from rotating too far? like the eyes looking backwards?
how do you get the eyes to stay in the head?
Great work...keep going man......
didn't work :c
This helped me very much, thank you!
tnx bro, but why didnt you put the custom bone shape, with that is easly usefull
Having issues... its not following the head when I move my character's head
I know it's a bit late, but did you parent the main eye control bone to the head?
Good ,, can you make video on compositing in Blender 2.83?
when I try to parent everything afterwards to my mesh, it has an error. how do you connect the armature to the mesh?
bro first you try to unparent the mesh and parent so it works
i can only apply the track to constraint on eye.l bone, anyone know what i need to do?
Awesome man. 🤩😤😤 we need update to Blender 2.91.
Why tho?
@@cupcakemcsparklebutt9051 just to see if there is any added new features in the newest update.
I've tried to follow this and failed. very close to giving up on blender. so many of the functions don't work or are just so confusing. I went to college to study character animation Maya 3d and it was so intuitive. Now I am by no means promoting Maya or ANY other 3d package, I am however stating that as a noob to blender the frustration level is off the chart for me. switching back and forth between Obj and Edit modes and functions not working when i so desperately want it to work is burning me out. Sadly. I want it but it's not getting "fun" I don't mind hard work and pressing on. but I feel so alone. I've been asking for help but NO ONE gets back to me with any answers. I do not know where to turn to get help to improove. Is anyone out there even listening. Help!? Peace.
What didn't work and where it failed? Rigging is new to me, too. But I could follow this great tutorial. Of course, I did some "noobs" mistakes. I was in object mode and not in edit mode when I was going to add the bones. It created multiple armatures (with a single bone) instead of multiple bones. In consequence, the 'Parenting and keep offset' menu entry was missing. I am not the only one who did that mistake :D
You can use the TAB key to easily switch between edit and object mode. The switch is necessary to set the 3d cursor to the origin of the eyes which is the spot where the bones are created when back in edit mode. And yes, you need to pay attention carefully not to end up in the wrong mode ;-)
There was an issue with the bone constraints that looked upwards after parenting. But Antonia Exner posted the fix, see comment below. In the middle of the video I had to rotate the eye bones by +90 degrees for some reason, not by -90d like in the video. That was the only few issues I had.
If you're new to blender check out "Blender Guru's Donut" tutorial. It's a great tutorial for absolute beginners.
Since you're interested in character animation you want to check out Dikko's channel and the "Modeling for Animation" series. It's all about how to model a character from the scratch for animation. It covers texturing (baking) as well. And rigging is in progress right now.
Grant Abbitt has also a ton of free tutorials and an active discord server if you need help.
Hope that helps!
I'm a little confused, have you decided to switch to blender due to the price of maya? i've always been the opposite, i was forced to use maya at school and found it way less fun to use compared to blender. i can agree though that following a tutorial and having it still not work is utterly frustrating, but luckily blender has a lot of tutorials for free in comparison to maya, so sometimes it's just about finding the right tutorial. i find some tutorials explaining 'thing' to be frustrating and just not making any sense, and then another tutorial explaining 'thing' to make perfect sense and just work, even if it's the exact same 'thing'. i personally find dikkos videos to be really good, but what works for me might not work for you.
Hey! Here's a hot tip for you. Whenever you make changes to an object such as rotation or scale and you want it to be its default position, don't forget to Apply the transformations. Ctrl + A then you can select if you want to apply Location, Rotation, Scale, etc. Good luck, man. You can do this!
It's four months later. I hope you're still at it.
Muito bom!! Excelente tutoria!
big thanks for this!!!
Thank you!
How would I parent this to a body rig?
just parent the tha bone to the head lol
what does in parent, connected and keep offset mean? where to use which?
Connected bones have a mutual head and tail, while non-connected bones can be separated.
@@TheJobCompany connected bones like spine you mean?
@@jkartz92 basically! Here's good video explaining this concept way better than I did: th-cam.com/video/sBoDol4xQqg/w-d-xo.html. Hope this it's okay to post links in this comment section and this response doesn't get shadow banned!
very helpful
thank you
Fantastic! Thanks so much :D
Super helpful!!
Habe viel gelernt. Thanks
Vary Simple rig!! tahnks
when i press crt P only see conected ... not keep ofset
This happened to me too and i tried to use extrude the first bone two times and deleted the middle.
they're probably already parented, you should check the bone relations! bc if they're already parented blender only shows you the option to connect them :> hope that helped :}
you need join the bones
tysm
Many thanks
i love you so much
ty
what about Teeth?
Thank you so much!#
Thanks
But will your eyeballs show up in the rendered format.
Great tutorial, but the eyes i did just keep moving, not rotate itself.
You have to make sure the parenting is correct.
@@PIXXO3D i already check, idk why it's happening.
@@PIXXO3D Brother what mouse do you use blender I
Tell me model
Very useful video. Pls stay connected 👍🙏🏼
Why they are half eyeballs this is scary
They aren't, that's how all eyes are shaped (human eyes at least). He just used the inner eye as an example and not the fully rendered outer eye.
my bone is quite big compared to my eyeballs
marche pas !
Shift A in edit mode on eye does not create a bone whatsoever
👍👀
its usseles trust me
excuse me what, rigging aint useless
@@wezz5152 it didnt work
A well explained, smooth going and quick tutorial for rigging! Great job and thanks in a million🤓🤓🤓