thanks so much for being clear, makes a difference, i'll keep you posted. i've attempted a couple of similar rigs, tutorials had no audio and no english, so, of course something was amiss.
I had totally forgotten how to do toon eyes. Thanks dude! (By the way, it's always so odd to me seeing how other people do regular things in programs like Maya and how much they can all differ and still be valid.)
This is exactly what I'm looking for but trying to get this result in Blender. I guess I'll have to play around with it a ton. Pupils and eye lids on a more egg-shaped eye ball.
I used this to rig my eyes.. WORKS great, but, I have problems constraining it to the rest of my rig without breaking the eyes. Any suggestions as to what I should constrain to get it to work with the rest of my rig and not break the eyes? I have tried several groups and parent constraints.
This is WAY too late to the party, but what I do is make a group of only the NURB eyeball and the Controller. Then use that group to place my eyes. The pupils and the hair systems I make a separate group of and don't touch whatsoever, cuz that breaks the eyes.
Awesome! How would you put eyelids on this? The same method but with another nurbs surface? And I would assume SDK for the eyelid blink. I really prefer this method to the traditional sphere eyeballs way.
PeeyanoKeys Thanks I'm glad you liked the tutorial. As far as an eyelid setup goes you can use any technique you'd like to generate your eyelid rig. This setup has its advantages but I wouldn't say its an alternative to the sphere eye ball. I typically use spheres but if you do a Looney toon like character their eyes are very large and shaped more like arches that's where this comes in handy. Hope that answered your question.
yeah I was also wondering how to do it.... I will try another Nurbs surface but maybe the exact same one would work as long as you have an offset for the joint no?
Thats a great question and oliveuk that's a solid theory for solving the blinking challenge. the eyelid geo would need to be offset instead of the joint. Then comes the issue of driving the actual blink while following the deformations of the eye. Seems like afun endeavor if you beat me to it I'd love to see your results.
Thank you for this great tutorial! However, I'm new to the Node Editor so I'm not completely familiar with how to utilize the bookmark I made after following this. I'm able to get one eye working but when I try to go through the same process with the other eye or access the bookmark and attach the nodes to the other eye, I end up just screwing up both of them. I've tried to rig the other eye multiple times already but I'm having a lot of trouble.
Hey Cag-Zomo sorry to hear that its giving you trouble. The node editor bookmark system is pretty painful even in its latest form. It may be helpful to just manually grab the nodes you need and add them to the node editor and follow the steps for the second eye the same way you did for the first. It's the best way to isolate where the issue is coming from.
Thanks for sharing your knowledge with, this tutorial help me alot, can you help me to solve a problem i want another eye to be same as this, i mean how can i duplicate this with the right side of eye :)
is it possible to have texture maps on the eyeballs? I try to UV it but maya doesn't allow me to do that on nurbs surfaces Also, how is all the scaling works in this rig?
oh, sorry, one more thing. for some reason the follicle system appears on the inside face of the surface facing the opposite dir., after trying to be careful, playing w/ the orientation when creating the sphere, viewport, reversing normals even, the only thing that seemed to work was just flipping the hair, etc. any opinions, will that actually cause more problems? what could be going on there?
Damn, I've been trying to do this for an hour but it's not working out, after I connect the nodes the controller won't move with it, well it does but it's all whacky... Do you think it has something to do with trying to move the follicle? EDIT: nah, I followed your stuff from start to finish but the follicle still behaves strangely after connections. :(
hi i have a problem, i using maya 2018 right now... when i complete the rig translate move accordingly but translate x... when i more right the rig move to left and left to right... how do i fix this?
Thats a great question. I'd have to play with it. But eyes like this would probably go with a pretty heavy squash and stretch head so it would likely vary based on how you achieve the toon look for the head as well
@@trevital1422 Thanks for the fast reply :) Yes you are right. For my case it is just normal joint rig for the head and IK for the hands and leg. We can say only special part would be the eyes. Im afraid to get double transform while scaling the rig globally
@@kerempehlivan819 in that case the answer is in the heiarchy, play with where the geo is relative to the joints and you should stumble upon it. If not ill have to investigate myself
thanx for this technique, it would've been a relatively quick fix solution to an oversized non-spherical eye i'm rushing to complete but the values for the second inputs read 0.895 instead of zero, and the last connection keeps breaking. i'm in a bind. how can i fix this? i can't change the input connection value.
Hey, so the numbers for the plus minus average node should correspond to the numbers of the "U" and "V" parameters of the the follicle. if you like where your follicle is places position those values into the correct PMA node so that there is no offset on the direct connect.
I just follow all your direction and I got success. I just have a question about mult divide, even I press 6 in muti by, but it is still fast, do you have any idea?
tsz lok lui glad this is helping you. just play with the numbers. try bigger and smaller numbers until you get the result you want. there are several factors that could cause the pupil to slide too much. it should be as simple as plugging in different values
Pratik Parija Hey bud, when you grab the follicle under the channel box to the right is the U parameter and V parameter set to 0.5 and 0.5 that should be the center of your geo regardless of shape or size.
Tre Vital By the way how did you make the translation of the joint to 0? My joint after I moved it in place is not 0 but it will be better if it is 0 though right?
Hey Martin, You can apply this to polygons just lay out your UV's prior and you should be able to follow the video and get a similar result. Sometimes Follicles act different on polygonal surfaces but Clean UV's should make them more predictable.
maybe this will help: i.imgur.com/f3KUmUG.png it's a screenshot of my character's eye. Her pupil's default location isn't in the center of the eye. Is it ok then if the follicle and joint aren't in that same location, if not how do I make sure it appears where her pupil is?
cool shaders man, but no the joint and the follicle need to be alligned. play with the numbers until the follicle is where you want it. then snap the joint to that location. and continue on.
got it! but should we leave the 'hairsystemfollicles' group where it is though? Thanks a ton! Yeah I'm going with a flat shaded look where the textures do all the talking, I want it to be super cartoony (short film)
I'm working in Maya 2019, and I can't seem to find a way to add a second 1D input to a Plus Minus Average node. It only shows one and when I try to add the second input for the eye control, it overrides the follicle input. Any ideas for how to go about solving this? Still pretty new to the node editor, so any help is appreciated.
I figured out a solution. For some reason when I right clicked on the input for the PMA node, it wasn't showing an option to add a second 1D parameter, but if you double click on the node itself, it expands the node and you can further expand all the input options from there.
@@trevital1422 Thank you! Would you happen to have any videos going over some ways to implement this as part of a full character rig? I'm having a hard time getting the eye movement to work AND follow other controls parented above it in a hierarchy. I'm wondering if someone has already found a good solution for how to do this.
Hey I followed your tutorial all the way through but encountered an issue at the end. The U translation is inverted (ie: when I move the icon up, the joint goes down but side to side works fine) I haven't found a way to fix this that isn't locked. Any ideas?
Alex Francis Hey there. Have you tried running the inputs thru a multiply divide node? If you multiply by negative 1 it should fix the inversion. Let me know how that works for you
Alex Francis this is a great problem solving oppritunity. The plus minus average node is there to compensate for the offset of the uv parameter of the follicle. So if you want to invert the control you will need to place the multiply divide node somewhere inbetween the control and the follicle it effects. If you are trying to rig professionally I would really try and figure this out. If not you can send me you scene and i can make a follow up and walk you thru it. Either way best of luck 😊
Sorry bud Im not too familiar with Max. But if you have a good foudnation you should be able to find the correct nodes and follow the video where you can.
Hey bud Sorry this was one of my earlier videos. I try to be more succinct in my current vids. Hopefully you can still gain the knowledge you need from it. Let me know if you have questions
@@trevital1422 thanks very much! I hope I didn't sound too grumpy - I really appreciate the time you've put in :) I just have this problem - I'm old! So I have very little time to spare. So when I'm in 'figuring stuff out mode' as I am at the moment, but I need to sit through video after video which have great concepts, but you need to sit through a walkthrough of the whole process, rather than a quick overview, then out comes the grouch! Back in the day when I was learning, on Maya 2.0, you could reliably fidn a good tutorial in written form, that has the added advantage of being able to see, at a glance, the whole process. Intuitive! These days, with RUclips, that's starting to re-emerge, but it's still a lost art. Maybe for young people who have more time it's okay - but us oldies have precious little of that to spare. ( Yes, I realise the irony that I've just taken the time to write this haha ) Thanks again for the tutorial though - and for the reply!
@@jamesmccallum1248 no worries bud I get it. Hope you got what you needed from this video. If you see anything you like on my rigs or have any questions just fire away and ill try and help where I can.
This is really awesome! I was struggling to achieve a similar effect on my eyebrows and couldn’t find the answer until I saw this video, thank you!
thanks so much for being clear, makes a difference, i'll keep you posted. i've attempted a couple of similar rigs, tutorials had no audio and no english, so, of course something was amiss.
that method only works for one eye, not for two
This is an amazing tutorial. Thanks a million for this, very helpful!!!
Thank you for the positive comment. Glad you found this useful 🙂
I had totally forgotten how to do toon eyes. Thanks dude! (By the way, it's always so odd to me seeing how other people do regular things in programs like Maya and how much they can all differ and still be valid.)
Thanks, I'm glad this was helpful :)
This is exactly what I'm looking for but trying to get this result in Blender. I guess I'll have to play around with it a ton. Pupils and eye lids on a more egg-shaped eye ball.
I used this to rig my eyes.. WORKS great, but, I have problems constraining it to the rest of my rig without breaking the eyes. Any suggestions as to what I should constrain to get it to work with the rest of my rig and not break the eyes? I have tried several groups and parent constraints.
This is WAY too late to the party, but what I do is make a group of only the NURB eyeball and the Controller. Then use that group to place my eyes. The pupils and the hair systems I make a separate group of and don't touch whatsoever, cuz that breaks the eyes.
Awesome! How would you put eyelids on this? The same method but with another nurbs surface? And I would assume SDK for the eyelid blink. I really prefer this method to the traditional sphere eyeballs way.
PeeyanoKeys Thanks I'm glad you liked the tutorial. As far as an eyelid setup goes you can use any technique you'd like to generate your eyelid rig. This setup has its advantages but I wouldn't say its an alternative to the sphere eye ball. I typically use spheres but if you do a Looney toon like character their eyes are very large and shaped more like arches that's where this comes in handy. Hope that answered your question.
yeah I was also wondering how to do it.... I will try another Nurbs surface but maybe the exact same one would work as long as you have an offset for the joint no?
Thats a great question and oliveuk that's a solid theory for solving the blinking challenge. the eyelid geo would need to be offset instead of the joint. Then comes the issue of driving the actual blink while following the deformations of the eye. Seems like afun endeavor if you beat me to it I'd love to see your results.
can you give the model you are using in this video plz for pratices @Tre Vital🙏
Thank you for this great tutorial! However, I'm new to the Node Editor so I'm not completely familiar with how to utilize the bookmark I made after following this. I'm able to get one eye working but when I try to go through the same process with the other eye or access the bookmark and attach the nodes to the other eye, I end up just screwing up both of them. I've tried to rig the other eye multiple times already but I'm having a lot of trouble.
Hey Cag-Zomo sorry to hear that its giving you trouble. The node editor bookmark system is pretty painful even in its latest form. It may be helpful to just manually grab the nodes you need and add them to the node editor and follow the steps for the second eye the same way you did for the first. It's the best way to isolate where the issue is coming from.
Once you opened the Node Editor, I got totally lost.
Hey Andrew, How can I help to clear that up for you? were you lost with the node editor itself or the nodes and values I was using?
thanks for this!:)
Glad to help 🙂
How would you export this to a game engine? Say if you need all the joints to be connected to the main joints?
How do you remember all those steps. GEEZ! ty y u mal.....pma.... It's chinese to me.
Thanks for sharing your knowledge with, this tutorial help me alot, can you help me to solve a problem i want another eye to be same as this, i mean how can i duplicate this with the right side of eye :)
is it possible to have texture maps on the eyeballs? I try to UV it but maya doesn't allow me to do that on nurbs surfaces
Also, how is all the scaling works in this rig?
You can actually do this this with polygons as well.
oh, sorry, one more thing. for some reason the follicle system appears on the inside face of the surface facing the opposite dir., after trying to be careful, playing w/ the orientation when creating the sphere, viewport, reversing normals even, the only thing that seemed to work was just flipping the hair, etc. any opinions, will that actually cause more problems? what could be going on there?
Damn, I've been trying to do this for an hour but it's not working out, after I connect the nodes the controller won't move with it, well it does but it's all whacky... Do you think it has something to do with trying to move the follicle?
EDIT: nah, I followed your stuff from start to finish but the follicle still behaves strangely after connections. :(
hi i have a problem, i using maya 2018 right now... when i complete the rig translate move accordingly but translate x... when i more right the rig move to left and left to right... how do i fix this?
same problem here
very thanks!!
Can I use this technique over a rigged polygon face? Please reply
Hey, you can apply this technique polygon and nueva surfaces and yes if set up properly this will work across rigged surfaces
@@trevital1422 thank you very much. It's cool technique. I am currently working on a short animated film. And the character needs this kind of eyes.
@@gokulsarma2648 best of luck on your animation.
Hello, i want to thank you first for the informative tutorial. Is it scaleable ? How would you scale this rig with a head model ?
Thats a great question. I'd have to play with it. But eyes like this would probably go with a pretty heavy squash and stretch head so it would likely vary based on how you achieve the toon look for the head as well
@@trevital1422 Thanks for the fast reply :) Yes you are right. For my case it is just normal joint rig for the head and IK for the hands and leg. We can say only special part would be the eyes. Im afraid to get double transform while scaling the rig globally
@@kerempehlivan819 in that case the answer is in the heiarchy, play with where the geo is relative to the joints and you should stumble upon it. If not ill have to investigate myself
thanx for this technique, it would've been a relatively quick fix solution to an oversized non-spherical eye i'm rushing to complete
but the values for the second inputs read 0.895 instead of zero, and the last connection keeps breaking. i'm in a bind. how can i fix this? i can't change the input connection value.
Hey,
so the numbers for the plus minus average node should correspond to the numbers of the "U" and "V" parameters of the the follicle. if you like where your follicle is places position those values into the correct PMA node so that there is no offset on the direct connect.
thanx for the speedy reply, so will that prevent the final connection from snapping back/breaking?
yes the reason those plus minus average nodes are there is to combat that very thing.
I just follow all your direction and I got success.
I just have a question about mult divide, even I press 6 in muti by, but it is still fast, do you have any idea?
tsz lok lui glad this is helping you. just play with the numbers. try bigger and smaller numbers until you get the result you want. there are several factors that could cause the pupil to slide too much. it should be as simple as plugging in different values
Every time I try to create hair it makes it on the side instead of front center. Can you help me fix that?
Pratik Parija Hey bud, when you grab the follicle under the channel box to the right is the U parameter and V parameter set to 0.5 and 0.5 that should be the center of your geo regardless of shape or size.
Tre Vital Oh thank you! It was already at 0.5 & for some reason that was the side. When I set it to 1 & 1 it put it on the center like in the video.
Tre Vital By the way how did you make the translation of the joint to 0? My joint after I moved it in place is not 0 but it will be better if it is 0 though right?
Tre Vital Another thing I noticed is that when I was at 4:40ish my U moves from center to right. Odd I don't know why...
+Pratik Parija (Ferrari Enthusiast) same .
does anyone know how to apply this to polygons?
Hey Martin, You can apply this to polygons just lay out your UV's prior and you should be able to follow the video and get a similar result. Sometimes Follicles act different on polygonal surfaces but Clean UV's should make them more predictable.
ufff... thank you..
you're welcome. hope it helps bud.
how do you get the follicle to appear right in the center? when I create the nurbs sphere it makes the follicle on the side of the sphere
Hey, For that you move into the channel controls and adjust the "U" and "V" parameters until its centered.
maybe this will help: i.imgur.com/f3KUmUG.png
it's a screenshot of my character's eye. Her pupil's default location isn't in the center of the eye. Is it ok then if the follicle and joint aren't in that same location, if not how do I make sure it appears where her pupil is?
cool shaders man,
but no the joint and the follicle need to be alligned. play with the numbers until the follicle is where you want it. then snap the joint to that location. and continue on.
got it! but should we leave the 'hairsystemfollicles' group where it is though?
Thanks a ton! Yeah I'm going with a flat shaded look where the textures do all the talking, I want it to be super cartoony (short film)
I'm working in Maya 2019, and I can't seem to find a way to add a second 1D input to a Plus Minus Average node. It only shows one and when I try to add the second input for the eye control, it overrides the follicle input. Any ideas for how to go about solving this? Still pretty new to the node editor, so any help is appreciated.
I figured out a solution. For some reason when I right clicked on the input for the PMA node, it wasn't showing an option to add a second 1D parameter, but if you double click on the node itself, it expands the node and you can further expand all the input options from there.
I also explain that from 5:20-5:40 those channels are a bit tricky.
@@trevital1422 Thank you! Would you happen to have any videos going over some ways to implement this as part of a full character rig? I'm having a hard time getting the eye movement to work AND follow other controls parented above it in a hierarchy. I'm wondering if someone has already found a good solution for how to do this.
Hey I followed your tutorial all the way through but encountered an issue at the end. The U translation is inverted (ie: when I move the icon up, the joint goes down but side to side works fine) I haven't found a way to fix this that isn't locked. Any ideas?
Alex Francis Hey there. Have you tried running the inputs thru a multiply divide node? If you multiply by negative 1 it should fix the inversion. Let me know how that works for you
do you mean replacing the plus minus attribute or before the plus minus attribute? I'm not really fluent with nodes.
Alex Francis this is a great problem solving oppritunity. The plus minus average node is there to compensate for the offset of the uv parameter of the follicle. So if you want to invert the control you will need to place the multiply divide node somewhere inbetween the control and the follicle it effects. If you are trying to rig professionally I would really try and figure this out. If not you can send me you scene and i can make a follow up and walk you thru it. Either way best of luck 😊
I may have to just send you my scene. How shall I go about doing that?
Alex Francis trevital237@gmail.com send thru Google drive if its too big to email.
know how I can do this in 3ds max?
Sorry bud Im not too familiar with Max. But if you have a good foudnation you should be able to find the correct nodes and follow the video where you can.
I'm at the five minute mark and you haven't actually explained the concept.
Hey bud Sorry this was one of my earlier videos. I try to be more succinct in my current vids. Hopefully you can still gain the knowledge you need from it. Let me know if you have questions
@@trevital1422 thanks very much!
I hope I didn't sound too grumpy - I really appreciate the time you've put in :)
I just have this problem - I'm old! So I have very little time to spare. So when I'm in 'figuring stuff out mode' as I am at the moment, but I need to sit through video after video which have great concepts, but you need to sit through a walkthrough of the whole process, rather than a quick overview, then out comes the grouch!
Back in the day when I was learning, on Maya 2.0, you could reliably fidn a good tutorial in written form, that has the added advantage of being able to see, at a glance, the whole process. Intuitive!
These days, with RUclips, that's starting to re-emerge, but it's still a lost art. Maybe for young people who have more time it's okay - but us oldies have precious little of that to spare. ( Yes, I realise the irony that I've just taken the time to write this haha )
Thanks again for the tutorial though - and for the reply!
@@jamesmccallum1248 no worries bud I get it. Hope you got what you needed from this video. If you see anything you like on my rigs or have any questions just fire away and ill try and help where I can.