i saw a gif of someone who did a similar rig in maya i think... i wanted to see if anyone had explained how to do it in blender, and this is exactly what i was looking for! thank you for this lovely tutorial! :D
you know you're living in a messed up world when a channel like this has less than 2k subscribers outstanding work; many thanks for sharing your knowledge subbed
Master! Thanks for the great and very well explained tutorial. It demonstrates a nice approach and shows how versatile Geometry Nodes are, especially for character work. Well done!
I tried to use use a Transform Geometry node just after the creation of the rounded and subdivided cube (the sphere), and changed the Z scale, I've got a interesting version of a puppet head and mouth... Great tutorial! After some hours playing with the parameters, I'm liking even more the results! Thanks!
very cool. very cool. though I'm stuck at the 05:22 step. When I change the value the eyelid "opens up" but the eyelids are sort of glued together (there's no opening). I'm using Blender 3.6.2 and instead of Rotate Vector I use Vector Rotate set to Euler. I kinda got it working by blurring the position attribute in the edge split stage a lot but I don't think that's the correct way to do it. edit: I think it works now, instead of blurring the position attribute in edge split I instead blurred the position node in the "store named attribute" part that follows
A setup like this should definitely be possible using bifrost in Maya. The conversion between bifrost geo and native Maya is super slow though. And the bifrost UX sucks compared to Blender’s node editors.
Extremely interesting, while a bit confusing ;-) Could you even rig a procedural mouth in Blender with Geometry Nodes ? If so, how would you save blendshapes (or shape keys, other stuff) to make and memorize visemes ?
You certainly can. In fact I did - it took about 10 minutes to adapt the setup for use as a mouth. Here's a quick peek: ruclips.net/video/l0Yt0NWedaA/видео.html. You can drive the attributes using drivers connected to any armature. Then you could use Blender's pose library to store shapes / visemes etc.
Not sure I fully understand the question. Do you mean just having a top lid for example? If so you should just be able to crank the bottom lid way open so it’s hidden away. Or I guess you could delete faces with position Z below zero at the start of the nodetree.
Hey there Ducan. I have dipped my toes every now and then in geometry nodes. As of now I have been using blender for fun. But I would like to take it to the next level. Needless to say I have no background in math, 3d software or any combination of the two. Do you think it's possible for people like me to understand the reasoning behind every step you take in this video with geometry nodes, without having to go back to school? I would like to learn the basics of geometry nodes but I haven't been able to find video's that explain it as proper as I'd like them to. Would you have recommendations for places I can look? Thanks so much for your content!
Hey. The math needed for this setup is really simple stuff - just basic arithmetic operations for the most part. The trick is understanding how to layer simple things together to make something complex. I'd start with some basic tutorials first - Erindale has excellent material as does CG Matter. Good luck!
If you need to control the lids using bones this is probably not the setup you need. The whole concept is to drive the points directly rather than through weight painting 👍
how did u thought of how to creat this ? for example before creating something in blender, i would make researches about how the object looks like and gain reference images; but for geometry nodes, i don't understand how would u do that ? can u pls tell me how? thank you, your video is so amzing and i want to know more
Thank you for the lovely comment! It's a really good question. I've been wanting to make these kinds of procedural character parts for many years and have struggled with previous applications such as Maya and 3ds Max. Geometry nodes is a wonderful tool for creating such things but I agree with you - if you don't have a good idea of what you want to achieve, it is easy to get lost. Most of my setups, including this one, come from the needs of a project rather than from just blindly experimenting with the nodes. I needed a way to rapidly generate expressive eyes for many characters and this is what I came up with.
brother its amaging , can you please try to make a full charchter or face with geo nodes , it help lot , and realy sad that you dont have much subscribers ,what you deserves
Под видео специально дали ошибочный Блендфайл этих геонодов? Все загружается,движения есть но веки не открываются,и среди нодов один нод горит красным и красными узлами что говорит об ошибке.
i saw a gif of someone who did a similar rig in maya i think... i wanted to see if anyone had explained how to do it in blender, and this is exactly what i was looking for! thank you for this lovely tutorial! :D
Fantastic. I love seeing geometry nodes used for character work like this. Inspirational stuff!
Thanks, that means a lot - I love your geo nodes videos!
Harryyyy 🎉
you know you're living in a messed up world when a channel like this has less than 2k subscribers
outstanding work; many thanks for sharing your knowledge
subbed
You're welcome. Hope some of it is helpful. Thanks for the lovely comment!
You make me wanna learn geo node.
Looks amazing!
Thank you Pierrick! You totally should, you'd be even more awesome :)
Sensei, you are here 🙌🏼
Master! Thanks for the great and very well explained tutorial. It demonstrates a nice approach and shows how versatile Geometry Nodes are, especially for character work. Well done!
Thank so much - coming from you that means a lot!
I tried to use use a Transform Geometry node just after the creation of the rounded and subdivided cube (the sphere), and changed the Z scale, I've got a interesting version of a puppet head and mouth... Great tutorial! After some hours playing with the parameters, I'm liking even more the results! Thanks!
Nice. Really glad to hear people are experimenting with the setup. There are loads of possibilities for sure!
Incredible! I’m always trying to make spherical eyes. Thanks a lot!
Just best tutorial for this topic! Thanks a lot!
very cool. very cool. though I'm stuck at the 05:22 step. When I change the value the eyelid "opens up" but the eyelids are sort of glued together (there's no opening). I'm using Blender 3.6.2 and instead of Rotate Vector I use Vector Rotate set to Euler. I kinda got it working by blurring the position attribute in the edge split stage a lot but I don't think that's the correct way to do it.
edit: I think it works now, instead of blurring the position attribute in edge split I instead blurred the position node in the "store named attribute" part that follows
I love you! I had to make eyelids from a Pac-Man tutorial. I struggled for three days xD. Your method is so much better! Love you.
Glad you liked it. Thanks for the lovely comment!
this is incredible
Oh wow! Thank you so much - This is exactly what i've been looking for 🙌🏽
You’re welcome. Hope it helps!
Thank you for making this tute! 😍
You’re welcome. Hope you found it interesting!
if you do stylized characters, this is pure gold.
🤣 Are there other types of characters!?! Thanks for the lovely comment.
@@duncanrudd348 Good point! xD
mind blown!!!!! amzing stuff! thanks for sharing
Glad you liked it - thanks for the lovely comment!
beautifull, thank you very mutch, please do more :)
will be great having this for maya! Cool video
A setup like this should definitely be possible using bifrost in Maya. The conversion between bifrost geo and native Maya is super slow though. And the bifrost UX sucks compared to Blender’s node editors.
Extremely interesting, while a bit confusing ;-)
Could you even rig a procedural mouth in Blender with Geometry Nodes ?
If so, how would you save blendshapes (or shape keys, other stuff) to make and memorize visemes ?
You certainly can. In fact I did - it took about 10 minutes to adapt the setup for use as a mouth. Here's a quick peek: ruclips.net/video/l0Yt0NWedaA/видео.html. You can drive the attributes using drivers connected to any armature. Then you could use Blender's pose library to store shapes / visemes etc.
Is it possible to do this with one instead of a full sphere? If so what parameters would i have to change?
Not sure I fully understand the question. Do you mean just having a top lid for example? If so you should just be able to crank the bottom lid way open so it’s hidden away. Or I guess you could delete faces with position Z below zero at the start of the nodetree.
Hey there Ducan. I have dipped my toes every now and then in geometry nodes. As of now I have been using blender for fun. But I would like to take it to the next level. Needless to say I have no background in math, 3d software or any combination of the two. Do you think it's possible for people like me to understand the reasoning behind every step you take in this video with geometry nodes, without having to go back to school? I would like to learn the basics of geometry nodes but I haven't been able to find video's that explain it as proper as I'd like them to. Would you have recommendations for places I can look? Thanks so much for your content!
Hey. The math needed for this setup is really simple stuff - just basic arithmetic operations for the most part. The trick is understanding how to layer simple things together to make something complex. I'd start with some basic tutorials first - Erindale has excellent material as does CG Matter. Good luck!
@@duncanrudd348Thank you so much for the recommendation! I will dive into it!
Impressive! thanks for sharing!
Thanks. Glad you liked it!
could this be done in blender 4.1?
Sure. I think so. I’m fairly sure I’m not using any of the new 4.2 nodes in the setup.
How do you come up with these techniques!? :O really cool tutorial
Haha - best not to ask! 🤨
amazing
This is amazing! but how to if you have a rig and need to control the eyelid with bone ?
If you need to control the lids using bones this is probably not the setup you need. The whole concept is to drive the points directly rather than through weight painting 👍
You can use drivers to map the bones positions to the values needed (incredible tut btw, super interesting. Many thanks!)
bro i need real time crack animaton with geometry nodes please help
Sorry friend, I’m afraid my schedule is completely full at the moment.
how did u thought of how to creat this ? for example before creating something in blender, i would make researches about how the object looks like and gain reference images; but for geometry nodes, i don't understand how would u do that ? can u pls tell me how? thank you, your video is so amzing and i want to know more
Thank you for the lovely comment! It's a really good question. I've been wanting to make these kinds of procedural character parts for many years and have struggled with previous applications such as Maya and 3ds Max. Geometry nodes is a wonderful tool for creating such things but I agree with you - if you don't have a good idea of what you want to achieve, it is easy to get lost. Most of my setups, including this one, come from the needs of a project rather than from just blindly experimenting with the nodes. I needed a way to rapidly generate expressive eyes for many characters and this is what I came up with.
@duncanrudd348 thank you
Good. Lord! Subscribed. Thank you!
No, thank you!
How does one even conceptualise how to do that ? Truly wizardry haha
Haha! I've been doing this a long time in various applications and have many mangled eye rigs in my rear view mirror!
brother its amaging , can you please try to make a full charchter or face with geo nodes , it help lot , and realy sad that you dont have much subscribers ,what you deserves
Thank you. We’ll see how far it can be taken!
@@duncanrudd348 welcome brother and okay
Под видео специально дали ошибочный Блендфайл этих геонодов? Все загружается,движения есть но веки не открываются,и среди нодов один нод горит красным и красными узлами что говорит об ошибке.
Holy smokes.