how to rig non spherical eyeballs in blender

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  • Опубликовано: 12 окт 2024
  • this is intended to be used as a setup that can be exported to unity for use in vrchat or neos, however, once you export to unity, the bones behavior changes drastically. do you know what may be causing this? add a comment below! if there is a simple solution, i can remake this video as a tutorial for all as a proper setup once it works.
    the video i mentioned is here, it was horribly edited, why did they do this... • Video

Комментарии • 12

  • @MVWDave
    @MVWDave 3 месяца назад

    This tutorial was a lifesaver. Thank you much. I'd been struggling with the eyes for a while.

  • @xinoHITO
    @xinoHITO Год назад +3

    I FIXED IT!
    In Blender, make the anchor bone a deform bone but remove all influence it has on the mesh.
    Game Engines typically only recognize deform bones. That's why it had that weird behaviour.

    • @amaulana090
      @amaulana090 6 месяцев назад

      So you were able to recreate this style of rigging and it works completely in Unity? I wonder if it'll work for other engines like Unreal or Godot too.
      Also, somewhat of a beginner, so converting the type of bone I understand but what do you mean "remove all influence it has on the mesh"? You mean to remove all weight-painting?

  • @FlameEffigy
    @FlameEffigy Год назад +2

    presentation needs some work but your method works very well.

  • @da_floofy_one
    @da_floofy_one 10 месяцев назад

    YOUR A GENIUS I LOVE YOU

  • @jamesklark6562
    @jamesklark6562 Год назад

    bro, your blender setup is too vaporwavy
    Anyway do you know if theres any way to set up eye-tracking with a shifting texture? My character's eyes are more Egg-shaped so I feel this method would screw with that geometry.

    • @noamplayzgames4168
      @noamplayzgames4168 Год назад

      did you end up figuring this out?

    • @jamesklark6562
      @jamesklark6562 Год назад

      @@noamplayzgames4168 nope

    • @szabomate90
      @szabomate90 11 месяцев назад

      here: ruclips.net/video/hHDkD9UVYVE/видео.html
      but maybe i have an easier solution:
      you should use 2 constrained bones in the same position of the eye object, the first bone with 'Damped Track' and second bone that copies the first bone's rotation as 'Copy Rotation' and be sure to use here 'Target: Local Space' and Owner: 'Local Space'. Then Parent the eye object only to the second bone. Therefore it transforms as the second bone, but rotating to the way as the first bone rotating towards it's target.

  • @purgebs101
    @purgebs101 2 года назад

    I managed to get a rig setup like this working in Unity from Blender before, but I can't find the tutorials that I followed and I am trying to replicate it. What I've found is that the basic setup with the Anchor and Rotate bone seems to work fine- until you use a damped track constraint to make a LookAt controller. This seems to lock the deformation in and ruin the squished effect. What I did was to copy the Rotate bone, call it Pointer, turn off deform and put the damped track constraint on there. Then I used a constraint on the Rotate bone to Copy Rotation from the pointer.

    • @purgebs101
      @purgebs101 2 года назад +1

      I think another approach I tried was to leave the scaling alone in Blender, and then just scale the bone in Unity to get the squish.

    • @binyaminbass
      @binyaminbass Год назад

      @@purgebs101 Yeah, that works in Unreal too. I'm not sure if that's going to work for production, but I'll test it out.