This would be a good Tutorial if you explained the buttons you are using and not just the why your doing something.. you are talking about one thing in the video but doing something completely different.. I would say this is more of informative then a tutorial
Hey! When I'm rigging eyes, I tend to make an Eye.L and an Eye.R control bone. Then I make a EyeControl.LR bone which the aforementioned bones are parented to. Unfortunately, this approach doesn't seem to work with the eye textures. How would you go about a similar approach for the eye control master bone?
New to blender here: How could I make the iris and pupil gradient a square instead of a circle? I'm using Blender 3.0.0 Very nice video by the way, thanks for being so detailed in explaining the bones/rigging :)
thanks a lot for sharing such valuable tuts you are very helpful.. just want to confirm something if you fave any info about it.. can this approach transfer to unreal engine correctly cuz cartoony eyes that preserve their shape via deformers as lattice doesn't export well to unreal as i know that unreal doesn't understand deformers, Thanks again for your great channel
Well; in this cas we are not using any deformer, nore a proper rig. Everything is shadder based. But you could reproduce this in UE or Unity creating a custom shadder node and mimicing this mechanism. UV warp is oftenly used in game engines. especially for stylised characters.
Thank you very much for this! Can you warp the eye and keep the Iris/pupil from warping during a animation? Like, warping the eyballs into smile shapes but keep Iris/pupil same shape while it warps?
Well, noit using UVs, cause as soon as you deform the mesh the UVs will follow. But there is something to be done using object coordinates, as object coordinates are not affected by deformers. So, it's possible but you'll have to dig deep to avoid any counter parts I believe.
I'm having an issue. When trying to add a master controller for both eyes it just moves the other controllers around without affecting the drivers. How do I fix this?
How would one rig the nodes to be able to follow a master control? Parenting the individual eye bones to a master bone does nothing. UPDATE: When you have a master control bone, and the two individual left and right eye bones here's what to do. Have a "Copy location" bone constraint on both individual bones, have them assigned to the armature, and the "master control bone" as the selected bone of the bone constraint. From there enable "offset" and set the "Target" and "owner" both to "Local space" Also, make sure the bone rolls have the same rotation, or just invert the axis.
12:02 say im currently trying to figure out how to make this whole Eye Thing work in Blender and the whole Setup is working BUT, there Seems to be a Black where the Alpha should be for me, is there anything im doing worng here like, say the Picture needing to be White or something?
salut et merci pour le partage de connaissance par contre tu as une petite coquille dans la description de ta video : " I will show you a couple of method to rig None spherical eyes but keeping the Iris in the desired shape. All of this in blender 2.83" Tu as écrit None au lieu de one. c'est pas grave mais je me suis dit que comme je l'avais remarqué autant te le dire :D
@@PierrickPicaut_P2DESIGN oh j'ai compris ! c'est "non" , pas "none" , je savais bien qu'un truc collait pas. XD bref. encore merci du partage de savoir. et bonne journée, ton tuto comme la plupart de tous tes tutaux est une vraie pépite en or.
When I add the variable to the CTRL_Iris the bone moves in the opposite direction of the eye. So when I move the bone left it moves right and so on. Is there a reason for this?
@@App-Tips And if that doesn't work, you can just flip the plane with your eye image texture around the axis that is moving correctly. For example, if you are having trouble with the x-axis moving the wrong way, flip your plane 180 degrees on the z axis, since it will flip the x and keep the z the same.
If you’re actually trying to move it on Y, and not X, you’re having problems because you’re trying to move a 2D image along an axis it doesn’t exist on. Basically, how he has it positioned, up and down is the Z axis and left and right is the X axis. Y is how close the image is to the camera, the third axis. Edit: I realize what you are actually saying, I misunderstood earlier. You’re talking about the drivers that are on the axis Y and X, right? In that case, you’re going to need to provide more information about what is happening before you or anyone can troubleshoot.
Hey man. I have been following your gameboy animation tutorial. I accidentally lost my saved projects, so I tried redoing it with your own project file. One thing that got me stuck is the error message that says; Report Error:No suitable context info for active keying set. I am slightly new to animation and I would like to follow the steps in animating from the start but I don't know why an error comes out when I try to insert a keyframe. Thanks.
You have to go in the timeline option. Go in the keying option and deactivate available. Here blender is telling you he can’t write a key because there’s no existing key on the bone you’re animating. Once the jey is set re-enable “available” to avoid useless curves
I was wondering the same! Pausing the video and zooming in revealed the mysterious green node to be a "Viewer" node. Searching online, I learned that "the viewer node is a simple emission node" and that it is "created by the Node Wrangler add-on." (blender.stackexchange.com/questions/89267/where-can-i-find-the-viewer-node-for-the-shader-editor). I looked it up in the Node Wrangler documentation, and discovered that in order to create a Viewer node, one need only hold the Control and Shift keys and then click on any node (within the Shader Editor).
drivers are garbage, not userfriendly, make no sense and always bug out even when used as intended. anyone who makes a video tutorial with them is basically a copy and paste code dev that doesn't actually allow you to learn anything nor explains wtf you're doing. "just repeat the process" is a literal braindead method of tutorials that just needs to disappear.
00:00 intro
00:44 Simple procedural eye texture
02:28 Rigging the eye using drivers
05:54 Advanced rig, pupil controler
07:58 Rigging the eyes using modifier
11:20 Advanced rig, pupil controler using modifier
So happy to see your tutorial! I was struggling already with non spherical eyes. So thank you very much!
Thank you for explaining the UV-Warp Modifier and how to drive it. The two-bone input has always confused me before.
Fascinating. It's like the inverse of how I've been doing it. Thank you for making this tutorial.
You’re a lifesaver, this was exactly what i needed. 👍
Thank you so much for the tutorial, it helped me with my character! Thank you!!
You're a wizard! I've just been looking for exactly this the last few hours and when I go back to my subscription box... BAM! :D
Yeah, I know, I read the mind of my subscribers.... I can see what you want! 👹
AMAZING!!! This is just what I was looking for. You're a genious, this is awesome and soo helpful. Thanks!
Thank you for the video! Please turn on the buttons display next time.
Just what I was looking for
This would be a good Tutorial if you explained the buttons you are using and not just the why your doing something.. you are talking about one thing in the video but doing something completely different..
I would say this is more of informative then a tutorial
Hey! When I'm rigging eyes, I tend to make an Eye.L and an Eye.R control bone. Then I make a EyeControl.LR bone which the aforementioned bones are parented to. Unfortunately, this approach doesn't seem to work with the eye textures. How would you go about a similar approach for the eye control master bone?
I would like to know too! Trying to figure it out rn
Exactly the video I needed LES GOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!
New to blender here: How could I make the iris and pupil gradient a square instead of a circle? I'm using Blender 3.0.0
Very nice video by the way, thanks for being so detailed in explaining the bones/rigging :)
Thanx PP
good vid
muito obrigado!
thanks a lot for sharing such valuable tuts you are very helpful.. just want to confirm something if you fave any info about it.. can this approach transfer to unreal engine correctly cuz cartoony eyes that preserve their shape via deformers as lattice doesn't export well to unreal as i know that unreal doesn't understand deformers, Thanks again for your great channel
Well; in this cas we are not using any deformer, nore a proper rig.
Everything is shadder based. But you could reproduce this in UE or Unity creating a custom shadder node and mimicing this mechanism.
UV warp is oftenly used in game engines. especially for stylised characters.
@@PierrickPicaut_P2DESIGN i'll give it a try for sure, thank you
Thank you very much for this! Can you warp the eye and keep the Iris/pupil from warping during a animation? Like, warping the eyballs into smile shapes but keep Iris/pupil same shape while it warps?
Well, noit using UVs, cause as soon as you deform the mesh the UVs will follow. But there is something to be done using object coordinates, as object coordinates are not affected by deformers. So, it's possible but you'll have to dig deep to avoid any counter parts I believe.
I'm having an issue. When trying to add a master controller for both eyes it just moves the other controllers around without affecting the drivers. How do I fix this?
How would one rig the nodes to be able to follow a master control? Parenting the individual eye bones to a master bone does nothing.
UPDATE: When you have a master control bone, and the two individual left and right eye bones here's what to do. Have a "Copy location" bone constraint on both individual bones, have them assigned to the armature, and the "master control bone" as the selected bone of the bone constraint. From there enable "offset" and set the "Target" and "owner" both to "Local space" Also, make sure the bone rolls have the same rotation, or just invert the axis.
I tried doing that yet when I move the master bone to move the rest, the eyes don’t follow unless i move the eye bones independently, I’m confused
thanks a lot . this is very helpful. please put the project file in gumroad.
12:02
say im currently trying to figure out how to make this whole Eye Thing work in Blender and the whole Setup is working BUT, there Seems to be a Black where the Alpha should be for me,
is there anything im doing worng here like, say the Picture needing to be White or something?
Its possible export these eyes to unreal engine? because of the use of nodes?
can you show a tutorial on how to rig them :) great tutorial bro!
clear and useful video plus I find your french accent really cute (^u^)
how did you on 1:23 did you suddenly get the black texture??
salut et merci pour le partage de connaissance par contre tu as une petite coquille dans la description de ta video : " I will show you a couple of method to rig None spherical eyes but keeping the Iris in the desired shape. All of this in blender 2.83" Tu as écrit None au lieu de one. c'est pas grave mais je me suis dit que comme je l'avais remarqué autant te le dire :D
n a k e d g r a v e merci mais en fait c’est bien “none spherical “ c’est là tout l’interet du tuto 😅
@@PierrickPicaut_P2DESIGN quel imbécile je fais. :$
@@PierrickPicaut_P2DESIGN oh j'ai compris ! c'est "non" , pas "none" , je savais bien qu'un truc collait pas. XD bref. encore merci du partage de savoir. et bonne journée, ton tuto comme la plupart de tous tes tutaux est une vraie pépite en or.
how I do this with an already existing eye from another model? where the eyes is a texture
Can i use this method for textures like stickers?
hey if you try to export the animation to another software, the eyes will work?
No, FBX doesn't export the drivers. I'm trying to solve that problem.
When I add the variable to the CTRL_Iris the bone moves in the opposite direction of the eye. So when I move the bone left it moves right and so on. Is there a reason for this?
Check your bone orientation in edit mode.
It propbably has a wrong role or orientation. Display the axis in the RIG option, viewport display.
add - in var of x axis driver
Did you get the right result I'm facing Same issues!!
In Edit Mode, Select the control bone, press N to open the Transform tab, and change the Roll to 180°
@@App-Tips And if that doesn't work, you can just flip the plane with your eye image texture around the axis that is moving correctly. For example, if you are having trouble with the x-axis moving the wrong way, flip your plane 180 degrees on the z axis, since it will flip the x and keep the z the same.
If I keep it as a plane object how would get it to blink??
This is really useful!, but i´m having some problems, i can move it on Z but not Y i don´t know why
If you’re actually trying to move it on Y, and not X, you’re having problems because you’re trying to move a 2D image along an axis it doesn’t exist on. Basically, how he has it positioned, up and down is the Z axis and left and right is the X axis. Y is how close the image is to the camera, the third axis.
Edit: I realize what you are actually saying, I misunderstood earlier. You’re talking about the drivers that are on the axis Y and X, right? In that case, you’re going to need to provide more information about what is happening before you or anyone can troubleshoot.
I don't have WGT Iris.
Hey man. I have been following your gameboy animation tutorial. I accidentally lost my saved projects, so I tried redoing it with your own project file. One thing that got me stuck is the error message that says; Report Error:No suitable context info for active keying set.
I am slightly new to animation and I would like to follow the steps in animating from the start but I don't know why an error comes out when I try to insert a keyframe.
Thanks.
You have to go in the timeline option. Go in the keying option and deactivate available. Here blender is telling you he can’t write a key because there’s no existing key on the bone you’re animating. Once the jey is set re-enable “available” to avoid useless curves
@@PierrickPicaut_P2DESIGN I got it already. Thanks gain.
what is the node on the far right, the green one
I was wondering the same! Pausing the video and zooming in revealed the mysterious green node to be a "Viewer" node. Searching online, I learned that "the viewer node is a simple emission node" and that it is "created by the Node Wrangler add-on." (blender.stackexchange.com/questions/89267/where-can-i-find-the-viewer-node-for-the-shader-editor). I looked it up in the Node Wrangler documentation, and discovered that in order to create a Viewer node, one need only hold the Control and Shift keys and then click on any node (within the Shader Editor).
@@ThePunjabberwocky thanks mate I really appreciate
@@ThePunjabberwocky Hahaha, first of all, I LOVE the name. Second, THANK YOU SO MUCH, this was bugging the crap out of me.
Can this be used for game engines like unity?
I think you can use it combined with UNITY shader editor like amplify shader. You will have to recreate the trick but I believe it’s possible.
you never tell us how to make the eye rigg as an material :I
You're working way too fast and skipping pretty important stuff.
drivers are garbage, not userfriendly, make no sense and always bug out even when used as intended. anyone who makes a video tutorial with them is basically a copy and paste code dev that doesn't actually allow you to learn anything nor explains wtf you're doing. "just repeat the process" is a literal braindead method of tutorials that just needs to disappear.
Any other alternative to rig the eyes and that can be exported to unity?
blender is extremely un-intuitive....