I really love long video but also I love short format video where people can learn how to fix common problems they have . Awesome work as always! Thanks!
Oh my gosh, I was having this exact issue. Thank you so much for this video, as well as for the amazing Rigify tutorial series! I love that you take the time explain why stuff works, too.
this is how many times u fixed my mistakes now? i dont even know xD but you sir deserve millions of subs, your tutorials are simple, easily explained and everytime i have a problem you are the only youtuber that when i follow on the tutorial and it actually fixes the problem i have literally every other youtuber's tutorial didnt work for this simple freakin fix xD thank you so much man, best tutorial channel for blender for SUUURE
I dont know how this video popped exactly when I'm learning a course in Udemy for character creation and today I was doing exactly that - modelling an eye and positioning it in the eye sockets, but it was great information, that I actually needed right now. Great job explaining it. Greetings from Bulgaria! :)
Yep, this is the video about the Rigify face ruclips.net/video/n8aCBKjPJRE/видео.html And in the advanced course, in the dragon chapters there I show how to make a custom face rig that also works with Rigify gumroad.com/l/rigify
Making the eye follow the eye rig using the track to constraints? In fact, what about the eyes separated from the body mesh? Does it work with it as well?
Agree with John Satan. Having the eyes as separate geo is fine. For Rigify that would be the preferred method since it doesn't have eye vertex groups by default. If you have eye vertex groups then it doesn't matter if the eyes are separate or not. Not sure what you mean by your first question? ("Making the eye follow the eye rig using the track to constraints?") Is that a request for future videos?
Nice. Can u pls do one for cartoony eyes? When I turn the head to the left, the left eye sinks into the head. It’s probably a simple solution but I can’t seem to figure it out.
Do the eye meshes have to be full on separate objects from the rest of the body mesh if it's going to be for a game like VRChat? Because I'm unable to set the eye ball's origin to the origin of the new sphere.
No they don't. In fact, it could be better to have them as a single mesh and use weights for binding to the bones. You can select the geometry of the eye, snap the 3d cursor to it, then snap the bone to the 3d cursor. Makes sense?
so im trying to rig my own char without rigify and i just created a bone for the eye and parented it to the head bone and added weights for the eye. also i parented with autoweights for the eyeball to the eye bone. However, the eye does not stay in the head and clips out of the head...do you know what i could do to fix this? with small rotations its not noticeable but when i animate it or move the head to extreme positions, it will clips through the head...
I have a question. It's not direct about the theme in this video. When I want to place the eyeball in the head and when I try to place it a little bit further to the left, right... in the head than the eyeball pops out of the eye socket when it is inside the head. But how can I place it inside without those problems. It is really annoying because I made a really good eye but I can't use it because I can't place it right...
@@CGDive I solved the problem myself but thanks. The problem was that I had snap to faces on. So when I tried to place the eye in the eye socket it sometimes poped out of the head or something like that.
Everything you post is golden - thank you so much.
I really love long video but also I love short format video where people can learn how to fix common problems they have .
Awesome work as always! Thanks!
Thank you very much for the feedback!
Oh my gosh, I was having this exact issue. Thank you so much for this video, as well as for the amazing Rigify tutorial series! I love that you take the time explain why stuff works, too.
Nice timing. I'll take that as a sign that this new format is a good idea.
this is how many times u fixed my mistakes now?
i dont even know xD
but you sir deserve millions of subs, your tutorials are simple, easily explained and everytime i have a problem you are the only youtuber that when i follow on the tutorial and it actually fixes the problem i have
literally every other youtuber's tutorial didnt work for this simple freakin fix xD
thank you so much man, best tutorial channel for blender for SUUURE
ha, thank you! :)
I dont know how this video popped exactly when I'm learning a course in Udemy for character creation and today I was doing exactly that - modelling an eye and positioning it in the eye sockets, but it was great information, that I actually needed right now. Great job explaining it. Greetings from Bulgaria! :)
I just read another similar comment. Very nice that the video appeared just in time.
Поздрави и на теб ;)
Videos like this is great too.
You always help a lot with your tutorials.
Thank you!
Thanks and thanks for the feedback 😊
Thank you!
Short vid are amazing, sub. Because of it..
My usual videos are a bit long actually :P Thanks for the sub tho!
Perfect timing also for me!
Nice!
this kind of videos are so helpfull ...thanks
Best video
thank you for this help! can you make a video on how to rig anime eyes that is not a sphere shape?
Yeah, I am considering it :)
Hello cg, your courses have face rigging?
Yep, this is the video about the Rigify face
ruclips.net/video/n8aCBKjPJRE/видео.html
And in the advanced course, in the dragon chapters there I show how to make a custom face rig that also works with Rigify
gumroad.com/l/rigify
whats the best way to parent the eye too? the char mesh or the head bone?
The eye will generally be parented to an eye bone, either through direct parenting to the bone or through vertex weights.
Making the eye follow the eye rig using the track to constraints? In fact, what about the eyes separated from the body mesh? Does it work with it as well?
I'm always making eyes separated objects, and still no problems with rigging
Can the separated eyes work with rigify?
@@talonstride you can attach any amount of objects to one rig
Agree with John Satan. Having the eyes as separate geo is fine. For Rigify that would be the preferred method since it doesn't have eye vertex groups by default. If you have eye vertex groups then it doesn't matter if the eyes are separate or not.
Not sure what you mean by your first question? ("Making the eye follow the eye rig using the track to constraints?") Is that a request for future videos?
@@CGDive oh ok, thank you. I actually got it on my character.
Nice. Can u pls do one for cartoony eyes? When I turn the head to the left, the left eye sinks into the head. It’s probably a simple solution but I can’t seem to figure it out.
This is a popular request so I'll try to tackle it eventually. :)
@@CGDive Thanks.
Do the eye meshes have to be full on separate objects from the rest of the body mesh if it's going to be for a game like VRChat?
Because I'm unable to set the eye ball's origin to the origin of the new sphere.
No they don't. In fact, it could be better to have them as a single mesh and use weights for binding to the bones.
You can select the geometry of the eye, snap the 3d cursor to it, then snap the bone to the 3d cursor. Makes sense?
so im trying to rig my own char without rigify and i just created a bone for the eye and parented it to the head bone and added weights for the eye. also i parented with autoweights for the eyeball to the eye bone. However, the eye does not stay in the head and clips out of the head...do you know what i could do to fix this? with small rotations its not noticeable but when i animate it or move the head to extreme positions, it will clips through the head...
No, not sure, sorry 😐
I have a question. It's not direct about the theme in this video. When I want to place the eyeball in the head and when I try to place it a little bit further to the left, right... in the head than the eyeball pops out of the eye socket when it is inside the head. But how can I place it inside without those problems. It is really annoying because I made a really good eye but I can't use it because I can't place it right...
Sorry, I don't understand the problem. When does it pop out of the eye socket? While you're just placing it or when you're animating?
@@CGDive I solved the problem myself but thanks. The problem was that I had snap to faces on. So when I tried to place the eye in the eye socket it sometimes poped out of the head or something like that.
Hard way
Not sure what you mean.