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!
This was super useful for a project I'm working on where I downloaded a ripped model from a game and needed to edit the direction the character was looking, whited out the iris/ pupil in texture painter and then used the 3rd method to re-add them and allowed them to move freely over the eye surface for tracking
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 :)
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.
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 so helpful! Your voice is so crisp so i can understand. No speedrun and you took ur time! Thanks for the tut mate!
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!
I like the third eye set up and the way the eylid works. Do you have a video where you cover that process. Love your channels!
the last method just saved me hours, thank you!!!
Thank you so much! Can you teach eyelids?
This was super useful for a project I'm working on where I downloaded a ripped model from a game and needed to edit the direction the character was looking, whited out the iris/ pupil in texture painter and then used the 3rd method to re-add them and allowed them to move freely over the eye surface for tracking
Your videos are life savers! I absolutely love your tutorials ❤
please make a video about procedural creation of eyelids
Great tutorial, I have learned quite a few behaviors with this tutorial, thanks for sharing it...Un Saludo
Thank you so much, I learns a lot from your every new video😍😍
Could you do a video going into more detail about eyelids or put up the model you showed off for sale somewhere?
3rd method tuto please.. brows and eyelids 👋👋
pleaseeee
You should make a series of Blender tutorials called "How to delete blender cube"
This is a very good video! Its the little things some times.
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 :)
Eyelid tutorial please
Right that’s what I was waiting on
That's so cool ! Thank you
if you rotate on y axis it will make a funny eye motion
nice but PLZ do the eyelids tutorial.
Can you please show us how to make the eyes blink?
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.
cool. thanks
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
Would you upload cartoony texture one eye rig on gumroad please?
what about the 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
thanks!!!❤
Thank you so much
there´s a way to do this with a texture eye rig?
FIRS FULL BIZO RIG THEN FOOT RIG THEN MOUTH RIG AND NOW EYE RI LOVE YOUR THE BEST TEACHER BETTAER THEN MY ONE AT SCHOOL
based based based
thanks man! :D
Cool !
20:53
in the third part how do I make the eyes square. you said it was complicated but i want to know how
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
Can you upload some maya rig tutorial
I don't use maya
💥 'Promo SM'
Thank you so much