How about an eye that is not perfectly round? How to move only the pupil like sliding on the eye's surface? I saw this in a timelapse of sculpting some characters. Forgot the video title. Oh, and, thank you for the tutorial that made art college useless.
Wouldn’t assigning the eyes’ bones with some kinda tracking constraint and make it follow the target also work? I say that’s less work, inputting less numbers and what not. Or do you do that because its the best for game dev? Im just curious. I really love all your tutorials btw
@@SaltedMallows I would use constraints or drivers (probably both) to control the position and rotation of the pistons. They would be triggered by the rotation of the joints, very similar to the shape key driver tutorials we've been doing so far -
You, sir, with your extra short tutorials, literally taught me how to rig. Those 9000 hour long tutorials freaked me out making be believe it was impossible to learn. And there comes you... "NOT A PROBLEM, IN THE FOLLOWING 2 SECONDS..." Accept my words of gratitude.
Thank you so much for this tut! I’m not doing it right now but I’ve been tryna find some non time consuming eye rig tuts that are also in the right version of Blender. This came in so conveniently thank you, also I’m not doing it because it’s 2:00AM in my area
You can also hover over one value and press ctrl+c and then hover over the other then press ctrl+v. It's quicker to do this instead of right click and navigate the menu or leftclick to select it all
You know, your combination of voice and slight accent is really pleasing to listen to. And I have a mental thing which makes me easily dislike one's way of talking, but your's is awesome. Almost sounds like a comedy program where the joke is very subtle. Could listen to it all day.
*Average tutorial: "Yeah watch 90+ hours of tutorials for a thing that takes 2 minutes to learn!"* *Royal Skies: "Hold my beer, kids"* *Love your videos!!! ^-^*
Alternative Blender 3.5 way: 1. Add empties in front of eyes. 2. Add "track to" object constraint to each eye. 3. Set targets to empties. 4. Change "track axis" and "up" until pupils point at empties. Done. 😁 No bones, weight painting, or adding driver settings to every rotation axis.
I haven't really got my head around those driver things, but last night I did get a rig set up for my character's eyes using a simple TrackTo constraint. The eyeTarget is parented to the headTarget TrackTo bone that controls the head, but now the eyes also follow the eyeTarget wherever it is... even if moved close, so he goes crosseyed. XD
One way to handle that is to make a third eye bone right between the other two. Have the center bone use the track to constraint, then have the eye bones copy its rotation. This can all easily be done with constraints so no reason to use drivers.
Lol he kinda said it in a confusing way so I'm not sure but here's what I think he meant. There are multiple ways to rig an eye: you can parent the eye object to the eye bone, you can add an object constraint to have the eye object move with the eye bone, or you can use weights to deform the eye mesh with the bone the standard way. Only the last method actually gets exported using FBX which is what most game engines support so that is left as your only option if you're making a game.
It left out the "why" because it made the video kinda long. But, basically. When you parent a character as an object it get's saved in a "parent tree". It kinda looks like shoulder > bicep > 4 arm > wrist > hand > pinky1 > pinky 2 > pinky 3 > so on - . When you parent an object to a bone it adds an additional layer to the tree, and treats it as if it was a child bone. The more "bone-like" objects you have on your character, the more stress it puts on the game. Similar to the way the more polygons your character has, the more stress it also puts on the engine. If you weight paint the eyes, you essentially save 2 bones of data on your character tree. That's why I recommend painting them for game dev instead. I know it doesn't like much, but when you have 15 characters on the screen, every bone really starts to matter when determining the maximum of characters you are allowed to have rendered in 1 game scene - I hope that answers the question :)
Ok so what if your eyeballs are ovals... and rotating them at all would cause them to clip through the head itself? Is there a way to rig the UV Texture for said eyeball to move-but the eyeball model itself doesn't? (A quicker easier way than just going into UV Editor everytime)
Brilliant tutorial a always, I do have a little issue I want to resolve in my end, if you help with it, I want to the eyelashes to follow along appropriately when blinking, any ideas please
I only have one question about this. What is our rig has oval-shaped eyes? We wouldn't be able to use weight painting, because then if we look up, the eye would pop out of the bottom eyelid.
question is. Why do drivers? Why not just do a track to constraint for the eyes the same way you did with the head. Parent eye target to head target. So when head target moves, head follows and since the eye target is parented to the head it moves , thus moving the eyes. I can still move eyes independently with eye target.
Only thing you should've added is how to make the model look less dead inside by rotating the eyes slightly inwards so they are actually focused on something
@@antoniowilmot2637 Well just doing crossed eyes, like when you look at your nose your eyes are crossed because they both need to focus on that object, if you don't want to make your character look dead inside just slightly cross them
Hi ! Awesome tut' ! But in Blender 2.91 changing var to -var throws an error, as the expression can not start with a symbol like "-"... Do you know a workaround ? I'll try some stuff and answer here if I find a solution.
i can't describe how much i love this channel. i'm curious though, how many years of experience did it take you to do this? how do you even begin to learn this stuff? everything you did here was mostly new to me, except maybe the concepts of armature and weight painting. i would've probably do this but with other methods, this one is just insane how you can make them look somewhere and not position them by yourself. damn
Probably won't get answered, but does this method work in Unity3D? I know that IK Rigs won't work automatically when imported straight in, but would this work?
I know this is probably too late to ask but, can you make a tutorial on how to rig the eyes using textures? I’ve been trying to do so for weeks and nothing so far is working properly for me
I'm working on a rigged model of Homer Simpson.When I join the pupil (which is a second sphere) to my eyeball, and then set the origin, it changes how it rotates. How would I adjust for this when I'm rigging the eyes?
Hope you can help? I have a rigged body with no eyes and want to add some. I got as far as importing image of eyes into materials and into the empty eye sockets. Then when I moved body....the eyes fell down. Probably, I'm missing on how to link a png image with the rigged object, but I'm out of ideas> I'm still a newbie to Blender after two weeks experience. Thanks!
Can u make this work with unreal 5 skelly? I cant lol. Not yet anyway. My model works great if i use ue5 skelly butttt trying to use ue5 skelly that i added eye bones onto in blender i get all sorts of problems with retargeting and dont even know where to begin lol
do the eyes look at the parent bone? so if I dragged the bone to a building far away the eyes would look focused on that bone? and if my character was looking at something close in its hands the eyes would look focused on that object if i move the bone over it?
Here's something I can't seem to find a foolproof method for: a non-spherical eye rig in Blender that will work in Unity. So, egg-shaped eyes with a lookat control and eyelids. I've tried several different setups that work fine in Blender but once I get them into Unity, the eyes are inert. Have you run into this problem and do you have a working solution...?
Is there a reason you didn't use Track To constraint instead of a drive? I think it's easier to make just a Track To, but I would like to know if there is any difference barring the method to achieve the same goal (eyes following a tracker).
I don't have a discord yet actually. Definitely feel free to leave a comment on twitter or even here on RUclips. I do my best to check and respond if I can :)
@@TheRoyalSkies Thank you also I checked out your game I never knew until this video in a comment you had one are you a starfox fan or something like that? Looks neat
Hi Royal Skies I was curious about these pistons on this character, what kind of workflow would I be concerned about in rigging something that can move in such a way that the Pistons behave like in this video when a character walks? I know it's not related souly to blender and it is a unity thing but I would greatly appreciate some direction ! twitter.com/i/status/1246037175482880000
Track to constraint is a perfectly fine way to do it. I always try to reduce the number of rig related objects as low as possible for game design. So in this set-up uses 3 bones. 1 for each eye, and 1 to control rotation for both. If you were to use track to, in addition to the two eye bones, you would also need to make 2 separate eye targets and parent them both to a stand, and set track to for each eye. So for me personally, while the driver set-up takes a bit more work, it's made up of fewer parts, which in my experience is easier to maintain long term -
@@TheRoyalSkies I think track to will work with your setup as-is, since trackto can be set to local it will follow just the single target bone just fine.
You definitely can. I just prefer this method because in total it only requires 3 bones. If you use the tracker, you have 1 target for each object, and both of those parented to stand object, and 1 bone for each eye. So, it's fewer parts in the long run to maintain export if you're doing game dev -
@@TheRoyalSkies actually you don't need more than 3 bones for the "track to" modifier. You simply have to rotate the control bone so it's horizontal and then have each eye track a different end of the bone. One tracking the head and the other tracking the tail of the bone.
Basically, 'right click' -
How about an eye that is not perfectly round? How to move only the pupil like sliding on the eye's surface? I saw this in a timelapse of sculpting some characters. Forgot the video title. Oh, and, thank you for the tutorial that made art college useless.
Wouldn’t assigning the eyes’ bones with some kinda tracking constraint and make it follow the target also work?
I say that’s less work, inputting less numbers and what not.
Or do you do that because its the best for game dev?
Im just curious. I really love all your tutorials btw
What kind of workflow would I use to make pistons that move smoothly this way when the character rig moves? twitter.com/i/status/1246037175482880000
@@Aryazaky You basically weight paint or parent the pupil to a bone and rotate the bone to have the pupil slide on the surface :)
@@SaltedMallows I would use constraints or drivers (probably both) to control the position and rotation of the pistons. They would be triggered by the rotation of the joints, very similar to the shape key driver tutorials we've been doing so far -
You, sir, with your extra short tutorials, literally taught me how to rig. Those 9000 hour long tutorials freaked me out making be believe it was impossible to learn. And there comes you... "NOT A PROBLEM, IN THE FOLLOWING 2 SECONDS..."
Accept my words of gratitude.
@@MacMashPotato Like saitama lol
Thank you so much for this tut! I’m not doing it right now but I’ve been tryna find some non time consuming eye rig tuts that are also in the right version of Blender. This came in so conveniently thank you, also I’m not doing it because it’s 2:00AM in my area
I searched this and most videos are 10+ minutes ... thank you so much!!
You can also hover over one value and press ctrl+c and then hover over the other then press ctrl+v. It's quicker to do this instead of right click and navigate the menu or leftclick to select it all
You know, your combination of voice and slight accent is really pleasing to listen to. And I have a mental thing which makes me easily dislike one's way of talking, but your's is awesome. Almost sounds like a comedy program where the joke is very subtle. Could listen to it all day.
I'm so grateful you put these out man, you're a lifesaver
*Average tutorial: "Yeah watch 90+ hours of tutorials for a thing that takes 2 minutes to learn!"*
*Royal Skies: "Hold my beer, kids"*
*Love your videos!!! ^-^*
As someone with ADHD, his tutorials are among the few I don't speed up. May the modeling, rigging, and animating gods bless his heart and soul.
Blenda's mine
don't touch it!
Sorry dude, dibs
Impress me all the time man keep up the good work
Alternative Blender 3.5 way:
1. Add empties in front of eyes.
2. Add "track to" object constraint to each eye.
3. Set targets to empties.
4. Change "track axis" and "up" until pupils point at empties.
Done. 😁
No bones, weight painting, or adding driver settings to every rotation axis.
what do you mean empties?
@@Omnivoid22 Shift +A then add an empty?
@@alex-qn5xp oh. I get it. I'm buggin
@@Omnivoid22 Better to ask than never find out.
@@alex-qn5xp true. I'm tryna learn face rigging. The shit is a bit more to it then I thought
This has to be the 4th time that Royal Skies hearts my comment...
It wont be the last -
So you’re commenting on a royal skies video but you need a heart react?
NOT A PROOOOBLEMMMM
This is a very niche channel that is informative, entertaining and makes my trousers feel awkward all in the span of about a minute or 2.
I haven't really got my head around those driver things, but last night I did get a rig set up for my character's eyes using a simple TrackTo constraint. The eyeTarget is parented to the headTarget TrackTo bone that controls the head, but now the eyes also follow the eyeTarget wherever it is... even if moved close, so he goes crosseyed. XD
One way to handle that is to make a third eye bone right between the other two. Have the center bone use the track to constraint, then have the eye bones copy its rotation. This can all easily be done with constraints so no reason to use drivers.
I managed the same with Damped Track constraints. Work the same and easier to set up. I did the same for the whole head. Very handy!
smiles in eye lashes blank stare
you earned a subscriber here... your tutorials are real time saving and all are main points! Thank you so much I like your blender videos
Thank you so much! These are super helpful and very appreciated. Keep being awesome!
Love you man , love these rigging tutorials!!! You’re a God ! Thank you for teaching this !! 😃
My eyes still move a bit out of their socket. How do I fix that?
I set my cursor to the center of my eyes but they still move out of it.
Wait, why do we have to weight paint when making game assests?
Lol he kinda said it in a confusing way so I'm not sure but here's what I think he meant. There are multiple ways to rig an eye: you can parent the eye object to the eye bone, you can add an object constraint to have the eye object move with the eye bone, or you can use weights to deform the eye mesh with the bone the standard way. Only the last method actually gets exported using FBX which is what most game engines support so that is left as your only option if you're making a game.
It left out the "why" because it made the video kinda long. But, basically. When you parent a character as an object it get's saved in a "parent tree". It kinda looks like shoulder > bicep > 4 arm > wrist > hand > pinky1 > pinky 2 > pinky 3 > so on - .
When you parent an object to a bone it adds an additional layer to the tree, and treats it as if it was a child bone. The more "bone-like" objects you have on your character, the more stress it puts on the game. Similar to the way the more polygons your character has, the more stress it also puts on the engine. If you weight paint the eyes, you essentially save 2 bones of data on your character tree. That's why I recommend painting them for game dev instead.
I know it doesn't like much, but when you have 15 characters on the screen, every bone really starts to matter when determining the maximum of characters you are allowed to have rendered in 1 game scene -
I hope that answers the question :)
@@TheRoyalSkies thank you
Ok so what if your eyeballs are ovals... and rotating them at all would cause them to clip through the head itself? Is there a way to rig the UV Texture for said eyeball to move-but the eyeball model itself doesn't? (A quicker easier way than just going into UV Editor everytime)
Keep up the good work citizen.
I used Blenda for an animation. Thank you so much for sharing.
Gorgeous!!. Instant like
i love when he say: NUT A PROBLEM
Thanks for the tutorial !
Brilliant tutorial a always,
I do have a little issue I want to resolve in my end, if you help with it, I want to the eyelashes to follow along appropriately when blinking, any ideas please
Amazing! Thanks for sharing these quick videos :)
worked perfectly thanks!
but how did you get the head target., This is a good video by the way.
I only have one question about this. What is our rig has oval-shaped eyes? We wouldn't be able to use weight painting, because then if we look up, the eye would pop out of the bottom eyelid.
Finally got it, thanks so much!
And now you're done at 0:30 ! xD
question is. Why do drivers? Why not just do a track to constraint for the eyes the same way you did with the head. Parent eye target to head target. So when head target moves, head follows and since the eye target is parented to the head it moves , thus moving the eyes. I can still move eyes independently with eye target.
Whats the difference between cHead and Head ?
Wow what just happened. Need to rewatch in super slow motion haha
hey! I love your tutorials! so quick and useful! could you maybe make one about how you control the head of the character with the head target?
can you make a video on how to rig anime eyes that is not sphere-shaped to use for game assets?
Could you do a tutorial about using face controllers for existing shape keys?
Only thing you should've added is how to make the model look less dead inside by rotating the eyes slightly inwards so they are actually focused on something
could you elaborate further I'd also like to know. what do you mean rotating slightly inwards?
@@antoniowilmot2637 Well just doing crossed eyes, like when you look at your nose your eyes are crossed because they both need to focus on that object, if you don't want to make your character look dead inside just slightly cross them
Spooky when her face vanishes
So how do you do that but with anime eyes? Since shape is not a perfect circle
Hi ! Awesome tut' ! But in Blender 2.91 changing var to -var throws an error, as the expression can not start with a symbol like "-"... Do you know a workaround ? I'll try some stuff and answer here if I find a solution.
I got it. The expression can start with -var, but the function (X) input field should be set to var (it changed mine to -var automatically).
i can't describe how much i love this channel.
i'm curious though, how many years of experience did it take you to do this? how do you even begin to learn this stuff? everything you did here was mostly new to me, except maybe the concepts of armature and weight painting. i would've probably do this but with other methods, this one is just insane how you can make them look somewhere and not position them by yourself. damn
Love it. Thx.
Cool!
I have been struggling with a cc3 model for the last hour. This... probably solves the problem? In any case, thanks
Probably won't get answered, but does this method work in Unity3D? I know that IK Rigs won't work automatically when imported straight in, but would this work?
Bro what is uv sculpting...? I found it in texture paint brush settings.
I know this is probably too late to ask but, can you make a tutorial on how to rig the eyes using textures? I’ve been trying to do so for weeks and nothing so far is working properly for me
You need to use shape keys and drivers not a bone rig.
Instead of X location do Z location, instead of doing Z location do X location.
those are the only things you need to fix
No he has them right. When you move the rig's location on the x-axis (left and right) you want the eyes to rotate on the z-axis
as soon as I do this my eyes just go nuts and point off in random directions : (
I love you.
I'm working on a rigged model of Homer Simpson.When I join the pupil (which is a second sphere) to my eyeball, and then set the origin, it changes how it rotates. How would I adjust for this when I'm rigging the eyes?
I wish the tutorials were like 5 mins instead, cuz you skip mentioning a few things sometimes
Nice
Hope you can help? I have a rigged body with no eyes and want to add some. I got as far as importing image of eyes into materials and into the empty eye sockets. Then when I moved body....the eyes fell down. Probably, I'm missing on how to link a png image with the rigged object, but I'm out of ideas> I'm still a newbie to Blender after two weeks experience. Thanks!
Can u make this work with unreal 5 skelly? I cant lol. Not yet anyway. My model works great if i use ue5 skelly butttt trying to use ue5 skelly that i added eye bones onto in blender i get all sorts of problems with retargeting and dont even know where to begin lol
do the eyes look at the parent bone? so if I dragged the bone to a building far away the eyes would look focused on that bone? and if my character was looking at something close in its hands the eyes would look focused on that object if i move the bone over it?
Here's something I can't seem to find a foolproof method for: a non-spherical eye rig in Blender that will work in Unity. So, egg-shaped eyes with a lookat control and eyelids. I've tried several different setups that work fine in Blender but once I get them into Unity, the eyes are inert. Have you run into this problem and do you have a working solution...?
Is there a reason you didn't use Track To constraint instead of a drive? I think it's easier to make just a Track To, but I would like to know if there is any difference barring the method to achieve the same goal (eyes following a tracker).
Really wierd, Ive redone the tutorial a few times and the eyes only track left-right but dont go up-down. Not sure what im missing :O
my eyes dont rotate like ur on the spot...the whole eyeballs rotates with the bone...
Why not just do this with shape keys, though?
Have you a discord server? or Do you take messages on twitter mayhaps
I don't have a discord yet actually. Definitely feel free to leave a comment on twitter or even here on RUclips. I do my best to check and respond if I can :)
@@TheRoyalSkies Thank you also I checked out your game I never knew until this video in a comment you had one are you a starfox fan or something like that? Looks neat
@@TheRoyalSkies I would love to send a message if I could by the way but I think your message DMs are closed. I recently followed on twitter
Amazing.... I like (not a problem).. Hhhhhh
that means i guess i did the eyes wrong?
I had a problem with her bangs not moving with the rest of her hair after rigging her. Not sure why only the bangs wouldn’t move.
You probably have to put bones into the bangs if you want them to move with the rest of the hair -
Hi Royal Skies I was curious about these pistons on this character, what kind of workflow would I be concerned about in rigging something that can move in such a way that the Pistons behave like in this video when a character walks? I know it's not related souly to blender and it is a unity thing but I would greatly appreciate some direction ! twitter.com/i/status/1246037175482880000
Why can't u use the blender default meta rig I'm sure that's why everyone came here
I want to make it blink for unreal engine4, appreciate if you have an video
incase if this won't work for anyone, use "track to" also can help me
Why not target (look at) constraint?
Is there any reason you wouldn't just use a track to constraint?
Track to constraint is a perfectly fine way to do it. I always try to reduce the number of rig related objects as low as possible for game design. So in this set-up uses 3 bones. 1 for each eye, and 1 to control rotation for both.
If you were to use track to, in addition to the two eye bones, you would also need to make 2 separate eye targets and parent them both to a stand, and set track to for each eye. So for me personally, while the driver set-up takes a bit more work, it's made up of fewer parts, which in my experience is easier to maintain long term -
@@TheRoyalSkies I think track to will work with your setup as-is, since trackto can be set to local it will follow just the single target bone just fine.
👍
everything about this is confusing, and outdated
Am i the onliest one who had to to replay the tutorial like 5 times?
😍😍😍😍😍
Bro what
I love you
(no homo)
Why dont you use rigify add on?
Hey bro... IKFK switch...
You're going way too fast.
way too fast
Can't you just use the track to modifier for the eyebones instead of drivers?
You definitely can. I just prefer this method because in total it only requires 3 bones. If you use the tracker, you have 1 target for each object, and both of those parented to stand object, and 1 bone for each eye. So, it's fewer parts in the long run to maintain export if you're doing game dev -
@@TheRoyalSkies Ah ok. That makes sense. Thank you :)
@@TheRoyalSkies actually you don't need more than 3 bones for the "track to" modifier. You simply have to rotate the control bone so it's horizontal and then have each eye track a different end of the bone. One tracking the head and the other tracking the tail of the bone.
This is what worked for me. Thanks for posting this question!