7:05 can u tell me what the script is? it would be a great help for me. i've been using it from google it doesnt worked like u did in the video. i used freeze transformation but the locator suddenly went big, been stuck for few days. thank you
this is great! thank you, I still am having a bit of trouble with how the eyes aim when looking side to side. they dont line up well, is there a fix for this?
@@nicolasleclerc8924 That would be much appreciated! I believe the root of the issue is that: both eyes need to be rotated to fit the shape of the face I am using. so the scaled group has to have an additional rotation. this seems to create issues though, because it is causing the aim contraintes to overshoot at extreme angles. I have a potential fix where I rotate a locator with the scaled group for each eye, that would handle that offset, but it only an approximation of the aim, and still looks strange in certain circumstances. Imagine the scale groups were rotated away from each other by +-15 degrees.
time to make some charcters with a unique style. only the question is HOW DO YOU MIRROR THE SETUP!!??!?!?!? Update : just found out how to replicate this exact same rig in blender.
Hey! You can just model an iris wide, iris small blendshapes and connect it to the rig. If you're unfamiliar with what blendshapes are, you can find a ton of tutorials online about it.
Sorry for the late answer. It's a script our school teachers provided us with -- it's only function is to zero-out the values on a NURBS curve. A lot of people just use the "freeze tranforms" button ( Modify > Freeze Transformations). That should work for this tutorial.
Would be amazing if someone knows how this can be done in blender. I tried all the steps and stuck as its blender not maya so different and I am a Noob hahaha
Finally! Someone who can structure a tutorial properly!!!
Nick! You are awesome. This is just what I was looking for. Clear, concise and most importantly you explained the whys. Thank you for posting this!!
Succinct and super efficient- works exactly the same in Blender, thank you!
Nice 👍 professional , succinct, simple and super useful!
Thank you so much. Especially for showing how to implement to a rig.(parenting to the head part)
This was soooooo helpful! Thanks for the tutorial!
did you found out how to mirror this setup to the other side?
simple and elegant technique! thanks! what would you recommend for eyelid of this type?
Awesome explanation, thanks for this tutorial
Thank u
Awesome tutorial Nick.
Have you got one for rigging the eyelids, too?
Love this as I'm using a uvwrap and it is good but now you explained why not to use it.... Question though... Can you tutorial this for blender 🙈
This Video Really a savior , Problem solve
This is great, do you have any other tutorials?
This guy is so awesome
wow a very interesting setup, never see it before,well done
Thank you so much for this video!!!! It helped me so much
cheezus christ.. thank you so much my guy!!
great the video is helpful nice job man
7:05 can u tell me what the script is? it would be a great help for me. i've been using it from google it doesnt worked like u did in the video. i used freeze transformation but the locator suddenly went big, been stuck for few days. thank you
thank you sooooooooo muchhhhhhhh love from india
Very clear thank u foe sharing
would this work for an already-made eye, or do I have to do all the parenting then scale the eye out to an oval ?
you got me subscribe ty bro!
this is great! thank you, I still am having a bit of trouble with how the eyes aim when looking side to side. they dont line up well, is there a fix for this?
what exactly is the issue? maybe if u go in more detail I could help
@@nicolasleclerc8924 That would be much appreciated! I believe the root of the issue is that: both eyes need to be rotated to fit the shape of the face I am using. so the scaled group has to have an additional rotation. this seems to create issues though, because it is causing the aim contraintes to overshoot at extreme angles. I have a potential fix where I rotate a locator with the scaled group for each eye, that would handle that offset, but it only an approximation of the aim, and still looks strange in certain circumstances.
Imagine the scale groups were rotated away from each other by +-15 degrees.
the more I think about it, I could just offset that rotation by using a math node (I think). I will try that as well
How do I go about exporting the animations with this for unreal engine 5. Unreal only likes animations made through bones
thanks dude!!! i was doing this and it breaks if you freeze transform the scale locator >.
time to make some charcters with a unique style. only the question is HOW DO YOU MIRROR THE SETUP!!??!?!?!?
Update : just found out how to replicate this exact same rig in blender.
🥺thank u
Hi, thank you so much for the great video! Is there a way to make separate iris & pupil controls for this flat eye rig?
Hey! You can just model an iris wide, iris small blendshapes and connect it to the rig.
If you're unfamiliar with what blendshapes are, you can find a ton of tutorials online about it.
@@nicolasleclerc8924 I see! Thank you for the reply :))
Hi sir its not working for me ,i dont know whats the problem i cant figure out ,is it version problem ?
When u want to scale, make sure the axis orientation is set to object.
Does this work for games?
Very good tutorial but what's script name?
I am not allowed to share the script, but you should be able to use the "Freeze Transformations" button on Maya to zero out the values of the locator.
Which button u clicked on selecting that locator then turns it to zero with group... 7:02?
Sorry for the late answer. It's a script our school teachers provided us with -- it's only function is to zero-out the values on a NURBS curve.
A lot of people just use the "freeze tranforms" button ( Modify > Freeze Transformations). That should work for this tutorial.
@@nicolasleclerc8924 Thanks for your reply sir...
Anyone know how to do this in Blender?
Would be amazing if someone knows how this can be done in blender. I tried all the steps and stuck as its blender not maya so different and I am a Noob hahaha
"its gross" :'D