Blender 2.7 Tutorial #66: Cartoon Eyes Rig
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- Опубликовано: 12 окт 2024
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In this Blender 2.7 Tutorial #66 I cover:
How to create animate-able eyes on the surface of a 3D [or 2D] character. (controls movement of texture on surface of eyes
This tutorial Includes use/demonstration of 3D tools including: knife project, proportional editing, nodes, UV Warp Modifier, Texture Painting and brushes, Unwrapping and UV Mapping, Armatures & Bones, Custom Bone Shapes
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even after 7 years, this tutorial comes in handy
Even in blender 2.9, your tutorial works like a charm! Thank you for your wonderful video ÷)
This tutorial works wonders, thank you so much. I couldn't figure out how to make the eyes move on a model because every time I moved it through weight painted bones, the eyes would leave the sockets. When I found this tutorial, it gave me a way of moving eyes that wouldn't result in the eyes leaving the sockets. The only thing I'm struggling with is that when I move the eyes using UV Warp, it works, but I have to drag the bones really far away until the eyes go all the way to the left let's say, as opposed to the eyes going to the left when the bone is to the left of the eyes without having to move it much. I figured it might be either the model I'm using or the UV that's on it. When I try this with the same texture on the default cube, it works just how it's suppose to. Not sure how to fix the issue. Thank you again.
Update: I fix it! It was because the armature for the eye's textures were separate from the armature that the character already had. I joined the eye armature to the main armature and that fixed it. Then I had the problem of the eye going up when I was moving the bone downwards lets say. I followed the part of your tutorial where you covered how to fix this. I tried your fix in edit mode instead of object mode as seen in the video because the eye armature was already connected to the main armature. It didn't work though because when you rotate the bone in edit mode (and pose mode), it rotates the texture. To fix this I selected the eye bone and separated it from the main armature. The origin was at a different location by then though, but as the 3D cursor was in the same place that I created the eye bone, I just simply set the origin point to the 3D cursor. I then did your method of rotating the bone by 180 degrees (though I had to do it on the x axis in my case, I think because my bones were at a different rotation). I then reconnected the eye armature to the main armature and it all worked fine.
In summery, I connected the eye armature to the main armature, separated it from the eye armature when I saw the inverted issues, rotated the bone in object mode and then reconnected them. The only other thing that I would say is that sometimes I hid the base bone, other times I hid the target bone, depending on which bone worked the most straight out of the box. I also did this process for two individual eyes so that I can control each eye individually.
Thank you again for opening my eyes (get it?:D) To this method of rigging eyes in Blender. I didn't even know you could before your tutorial.
Very usefull tutorial!!!
I thought this was impossible until I discovered this video occasionally.
I have already tested it in 2.8 and it works wonderfully!
Thanks a lot man!!
I started my project thinking that I could do it with drivers bound to small boxes but moving the whole character rig through space messed up the coordinates I was translating onto the texture image, finally with this tutorial It just works perfectly independent from on another and I can finally animate eyes and body separately. Thank you so much for the video😁😁😁
might have happened because you didn't limit the location of the bones to Local Space rather than Global Space.
Love your tutorials, always clear, precise and super helpful, never stop! :)
Thanks! :)
Just in case, Knife Project is different in 3.2.2, Select the head, TAB to edit mode, then, in the outliner, Ctrl+LMB to select the shape of the eyes then go to Mesh > Knife Project
This is the best blender tip I've learned all year!!!
Exactly what I needed, so few tutorials on riging eye textures
Not all heroes wear capes.
:D
@@BornCG please make another video for eye lids plz.
This is one of my favorite tutorials! You teached me how to make my own textures! Thank you, Loganman3322
This Tutorial is amazing. Trying to work on something and needed this.. thanks for sharing this!!!!
Thank you for the tuto! You have a lot of patience and you also explain very well.
Great work on this, were really helpful plus the tutorial were nicely set up. Would been hard to get this wrong with shuch throughout information! Keep it up mate!
+Zido Works Thanks! 😁
This still works for 2.82 and only difference is when you goto View->Paint in the UV Editor, its not there in 2.8. Instead switch the window to "Image Editor". Same thing, different window now.
Thank you! It saved my life!
note that for blender 4.0 (and probably some older versions but i use 4.0) the way to make the initial cut, instead of selecting both parts in object mode, is to select the object to be cut in object made *then* tab over to edit mode and select the cutting object with a Ctrl Left Click, then click mesh at the top bar and select knife project
Really nice tutorial, well explained and easy to follow :)
Thank you for the great video ... 2022 BUMP
I needed this.
ישראל
amazing quality and very useful stuff. thanks
Hey thanks for this!!! But…
can u make more cartoon eyes tutorial like this Or even how to make it blink?
The old version of this blender kinda confuses me since I’m using the 3.1 version :)
Question: do you know if/how this method works applied to an fbx exported for a real time engine (like Unity)?
would love to see an answer to this, did anybody try?
In the legend of zelda the wind waker, link has eyes and eyebrows that are visible even through his hair. How could I do that?
i was just playing that yesterday. weird
Thanks, man, this helped a lot!! Defiantly takes less time to do actually sphere rigs!
Thank you for your tutorials, man!
Thank you very very much for this!
Great as always :)
Can you rig it in a way that the eyes "come together" in case you move the bone in the z-direction towards the eyes?
You would need to set up two different UV maps, and have each eye controlled by a different UV Warp Modifier & armature. You could then parent each eye controller bone to a common parent object to move/animate the eyes at the same time, but then could animate each eye controller bone separately at any point to make them do different things or come together.
is there a way to do this to have the eyes be able to move separately? would it be a good idea to instead do separate textures in that case for each eye?
Very helpful, Thanks!
Great tutorial thank you very much!
That's Great at All and It Works But How Do You Make It Work On The Unity Engine?
I love ur tutorials
hey, can we export this animation to unity?
very nice tutorial. thank you very much. it was fun
+Wilfred van Breda awesome, thanks!
Could I attach the eyes to the head bone of my mesh, so that they could move with it, also could I export this as a fbx with mesh and eyes?
but what about eyelids
shape keys are your friend
Great tutorial. I never knew that bones could take on the shape of objects. I did have to tick wireframe though for my bones to show up at about 27:30 but that might be because I was using Blender Render
Yoooooo so cool thx!
Question, is there a way to add a layer to this eye mesh to add a texture for eye blinks, and other things?
What if I need the irises to not be flat, but I need the eyes to be irregular shaped? Is there a way to have the center point of one object snap to the surface of another and still be movable.
Firstly, thanks for these tutorials! They are easy to follow and engage my interest and immersion in the subject matter. They're good fun! From watching the video above, I assume the main difference between the Blender Render and the Cycles Render is the antiquity of the Blender Render engine (its limitations). I'm a newberry and in most of the tutes I have seen, when surface modifications are being undertaken, the instructor invariably changes the default rendering engine (blender) to cycles. Is this true and if so, what is the main function of the blender engine (as opposed to the cycles engine) in day to day use if it is indeed outdated? I assume it has a basic 'nuts and bolts' purpose.
Great question! Inevitably the old Blender render engine will be retired and Cycles will be the 'default' render engine. Of course, you can open a fresh copy of blender, change the render engine to cycles then set your new default startup file from File > Save Startup File. The old Blender Render engine is still default because there are still some hold-outs: users, old .blend files & backwards compatibility, the Blender game engine uses the old engine exclusively.
I think I understand a bit better now. Thanks! Without confusing myself too much it seems blender render related more to previous age of computing. As far as game creators might be concerned, the blender internal could act as a great tool for creating sprites, etc.. Considering the complexity and invariably, the age of some game maps, it would be convenient to keep including the internal in subsequent version releases, if only for convenience. Exploring your answer further, I looked at a few Blender game creators on RUclips and although they switched between Blender Internal and Blender Game, they did also opt for the Cycles Render and Blender Game in some instances.
You can definitely do your texturing and light-baking in cycles while developing a game.
I love you
What if you wanted to animate each eye independently
am i doing something wrong pls help when trying to knife project it tells me no other selected objects have wire boundary edges to use for projection. pls help im slow and confused.
thanks much
nice
Thanks you save me a lot of time haha ;)
Is there any way to have multiple points to allow for texture stretching across a mesh?
Great tips!
_Please_ do a short clip separately of you making that egg shape. It doesn't sound like much, but the majority of the 'how to make an egg in Blender' videos on RUclips totally misguide users into doing pointlessly intricate and illogical things to achieve exactly the same results as you, for no other reason than because the people making the videos have their head firmly encased in the fleshy walls of their under-caverns. You merely toggled a god-switch and did a bit of nipple-tweaking and _boom_ - one hard-boiled, perfectly-shaped ovum. Here I am wondering why the hell I spent fifteen minutes watching some guy play Frisbee with a line, trying to convince me that his way was utterly amazing. Here you are with a video in which making an egg is more of an afterthought with swag.
Honestly...there are videos instructing those who don't know any better to make freaking circles and to spin them with Barry White on in the background while being spooned by some gorilla of a guy, or to light candles to summon Hades to beg him for an egg shape, or to sacrifice younger siblings to aliens for mercy (and an egg) and freedom. It's fucking stupid. It only hinders learning in the end. I'm sure every modifier has its uses, but if there's an easier way...there's no point in complicating things with existential equations and shit. _I just want to make a bloody egg._
A'ight, rant over. Time to make some god-damn eggs.
why do you want to make an egg so badly XD
Somebody, give this man an EGG!
EGGS ARE PARAMOUNT
Have you figured it out yet?
Still working on it.
How would you make the eyes cross/wall-eyed and change the distance between the pupils?
Do you have a tutorial for 3D pupils?
Not yet, no. Sorry!
@@BornCG no problem, thanks anyway
Great!!!
Will this work if you import a model like this in Unity?
You based god Chad king, this is my crack.
What do I have to do when I want to move my caracter? :)
You need to have bones in the character.
For the next vid can you make a human model plz and I love your vids thx
Is this method able to carry over into unity?
Does this work with individual eyes?
Thanks :) but, how to make blink eyes, or make expressions?
Check out this same tutorial series on my channel for the rest of the videos. I have full face rigging done a little differently in two ways: like a Lego character with animated face textures, and another Minecraft guy with a fully rigged 3D face.
Can this be exported into Unity somehow?
Do you have a tutorial on rigging eyebrows that slide on a face mesh?
I have a tutorial mini-series (within this Blender 2.7 tutorial series) on rigging a minecraft characcter, which includes a face rig + eyebrows.
@@BornCG thanks so much... checking it out now.... 👍🏾👍🏾
is it possible to apply this into blender render?
MERCI
How would you do eyelids with this method? Can you do both?
Anybody? I'm thinking of switching to Blender
is there a tutorial with this method that also shows how to make the eyes blink? Like example, Toonlink :D
I have recently thought about making one, but not on my channel, no.
Ah ok! I would love to know how to do it. Created myself a Toon Link from Zelda series. That character is using kinda the method in this video I believe, but also able to blink. Also changing face expressions like instantly swaping face texture or something when beeing happy or sad etc, but that part might be to advanced for me atm. haha :P
I'm doing it in an upcoming tutorial! Check out my test video on my Facebook page posted Jan 20 2018.
Nice! I saw it. Looks good!! :D
Ps I like every vid
I'm afraid to do this in Blender Render. >.<
I'll probably get snagged some where along this tutorial.
Surprisingly it all works inside Blender Render.
Hi, How to add animated eyelids to the setup?
Can You make a 2.8 version or do you have one already?
this works in 2.8. The only difference is the UV Editor now needs to switch to Image Editor in order to paint on the UV texture like the video.
is it possibly to make a 2d model including this rig?
+Chris Weck yes, you could make a flat puppet eyes this same way.
can you do one one a puppet like character that would be useful to people in the world of animation..please..
and if you do can you make it so that the character have a side view and a front and back that would be very useful..
Am stuck at 16:40 i cant seem to get my eye image to show up on the actual eyes of my mesh. Am in Cycle Render, I have packed the image and added the Image Texture node. What am i missing? Am pretty new to blender so any help would be appreciated :)
Have you unwrapped the eyes to the UV image editor window?
Yes, I unwrapped my eye (its a sphere unlike the video but am unwrapping half of it) in edit mode of my mesh to the UV editor window in View mode. This works fine. I then go into paint mode, make the dot, pack the image. The part that doesn't seem to work is when I place the "Image Texture" node and assign the image to it after wiring it. Also my two eyes are separate objects, if that matters.
I posted a picture of my screen if that helps. spyrofan124.deviantart.com/art/AdultSpyroEyeUVwraping-669679363?ga_submit_new=10%3A1489848214
nvm i was not in texture view
why we need custom bone shape?
Can this work importing to UE4?
DAAAAAAAAAAAMN!
how to make their eyes blinking?
17:02 rigging eyes part
When I try to constrain the eye movement it never works
can u remake this tutorial for new blender🥰
Yup! I plan on getting back to character creation & animation in my newer 'Let's Learn Blender' tutorial series (in Blender 3.x) 🙂 .. though the tutorial I make might be a bit different.. we'll see...
hey whats the MCN thats called, cgboorman??
+Starius2 huh?
BornCG your RUclips network
I don't belong to any MCN. :)
BornCG but! my SEO app says you do!
Will this still work on Blender 2.8?
Things, mostly interface, could be a little different.. but mostly the same.
but i cant see eye in render mode
on the view menu i cant find it can someone tell me so i can paint
How can I get this to work in Unity?
make the model in blender first then export to unity
hey man wont you do the game engine
I plan on jumping between series/topics whenever it suits my fancy. ;P
.. but I will get back to the game engine soon enough. :)
ok
could you cover blender internal materials using a node workflow (basically advanced BGE materials)? its been SO long since we have used BI we have all but forgotten how :P
😙👌👨🍳
Blinking???
:)
9:31 whe i press alt + H and notworking
+Graphix alt h unhides hidden objects that you previously hid with h. For alt h to work your mouse cursor had to be in the 3D viewport window.
When you animate 2D animations you do not use rigi I saw when you animated lego, you did not rig.
first
+MeteoriTe films you sure are! 🥇😛
You sound like a Sal. Are you a Sal?
Nope
I did this, but the flipping bones upside down and stuff wasn't needed when you could rename the bones, make them switch places, and use the New "Target" afterwards to move the eyes around. That bit has been bothering me for a long time and I found a different solution! Thanks though, your video really helped me.
ok but what if you want to rig each eye individually?
If you like this method, you can do the same thing, but create separate Eye Meshes and UV Textures, then create a Left Eye Base + Target Bone, and a Right Eye Base + Target Bone.
Can this be used in Unreal Engine 4?
Have you tried it ?