This Video is so Underrated !! I was worried when I first saw the Video likes number ... But --- WOW - You are a true hero !!!! This is exactly what I was looking for. Thank you so much !!!!
@@pmdesigns5798 Please don't be sad, I am sure your videos are still on the right track as youtube algorithm brings me straight away to your video, it is on top of every search results ! Cheers mate !
This is much Much better than uvwrap and having to paint a black circle on a uv. Also connecting to the main rig and not creating a bone separate to rig. Love this!! Will help alot thank you
Any way to use this procedure to move an image texture with the texture coordinate in UV instead of Object? I am using an eye image made in Gimp and using the Object option the result is terrible. Thank you.
Ok. I've got a solution for you, but it might be a bit difficult to describe. 1. Inset a circle on your eye. If your eye is a circle this will be easier. Select the faces of the eye and press 'i' to inset and move your mouse to scale the new circle down. Make this new circle the size of the iris and pupil that you want. If your eye is not a circle, you can always use looptools to make this new inset face into a neat circle. 2. Assign this inset circle to a vertex group, called "iris" for example. 3. Make 2 separate materials. White for the white of the eye and your iris image for the iris part. 4. Selecting only the newly inset circle, UV unwrap and align it with your iris image, in UV editing. 5. Add an empty at the centre of the iris. 6. Add a "Hook" modifier to your eye, and select the "iris" vertex group and the new empty as the hook. Now the iris part of the mesh will deform to follow the empty. You can add a shrinkwrap modifier to the empty to make sure it sticks to your eye and location constraints to make sure it can't be moved too far from the eye. This empty can then also be parented to the rigify rig gaze controls. You can duplicate/mirror the eyes, keeping the material setup the same, but you just have to have two hook modifiers, two vertex groups (one for each eye) and two empties. Hope that helps. If you can't follow (it is pretty hard to just write this stuff), please let me know and I'll make a video for you.
@pmdesigns5798 Yes I did. I even flipped between the two to see if each were connected to the correct empty and they both were. Would it work better if I select only the left eye when making the first material?
@@pmdesigns5798 I thought I did. I'll have to check again when I work on it. Would it be better to separate the eyes into two different meshes? I'll have to combine them all again when I rig the rest of my character's body. Would it still work when they're together like that? I'm assuming so as long as each material is different?
It will work either way; if there are two objects or one. But you need to make sure that you've assigned each material correctly. Having one eye disappear sounds like they've both been assigned the same material. Because your eye empty R is sitting over the right eye, the left eye wouldn't be able to show the pupil if it's still using the same material. You can just select the object, go into edit mode, select all of the faces of one eye and then assign the desired material.@@fandomsmoothie5749
This video is underrated
The simplicity makes this one of the best eye rigs ive seen and its highly customizable
More people should see this
Thanks very much. You could also check out part 2 and 3 for other ideas!
I'm pretty sure this is the best/easiest method for accomplishing this. I've looked at many other tutorials and they are needlessly complex.
This Video is so Underrated !! I was worried when I first saw the Video likes number ... But --- WOW - You are a true hero !!!! This is exactly what I was looking for. Thank you so much !!!!
Thank you. I think a lot of people don't bother "liking", even though they found it useful.
@@pmdesigns5798 Please don't be sad, I am sure your videos are still on the right track as youtube algorithm brings me straight away to your video, it is on top of every search results ! Cheers mate !
This is much Much better than uvwrap and having to paint a black circle on a uv. Also connecting to the main rig and not creating a bone separate to rig. Love this!! Will help alot thank you
Very welcome!
0:37 DUDE HOW DID YOU DO THAT
Selected all of the edges around the eye with ALT+Left click, then press F, to fill it with a face.
just what I needed, thank you!!
cool!!!
this is exactly what i was looking for, thank you!
No problem!
thank you i will start blender when i complete my PC part
You're welcome! Glad to help.
Any way to use this procedure to move an image texture with the texture coordinate in UV instead of Object? I am using an eye image made in Gimp and using the Object option the result is terrible. Thank you.
I tried this a while ago, and couldn't get it to work. I'll play around with it and see what I can come up with.
Ok. I've got a solution for you, but it might be a bit difficult to describe.
1. Inset a circle on your eye. If your eye is a circle this will be easier. Select the faces of the eye and press 'i' to inset and move your mouse to scale the new circle down. Make this new circle the size of the iris and pupil that you want. If your eye is not a circle, you can always use looptools to make this new inset face into a neat circle.
2. Assign this inset circle to a vertex group, called "iris" for example.
3. Make 2 separate materials. White for the white of the eye and your iris image for the iris part.
4. Selecting only the newly inset circle, UV unwrap and align it with your iris image, in UV editing.
5. Add an empty at the centre of the iris.
6. Add a "Hook" modifier to your eye, and select the "iris" vertex group and the new empty as the hook. Now the iris part of the mesh will deform to follow the empty.
You can add a shrinkwrap modifier to the empty to make sure it sticks to your eye and location constraints to make sure it can't be moved too far from the eye.
This empty can then also be parented to the rigify rig gaze controls.
You can duplicate/mirror the eyes, keeping the material setup the same, but you just have to have two hook modifiers, two vertex groups (one for each eye) and two empties.
Hope that helps. If you can't follow (it is pretty hard to just write this stuff), please let me know and I'll make a video for you.
ua-cam.com/video/SmP3DIF7jQM/v-deo.html
Can i use a custom eye texture for this technique as well?
Yes. There's a part 3 on my channel which covers using image textures.
Whenever I try to assign Eye.R to the right eye Empty the left eye suddenly disappears. Apparently blender will only let me have one or the other :((
Have you duplicated the material? You need two materials; one for eye L and one for eye R.
@pmdesigns5798 Yes I did. I even flipped between the two to see if each were connected to the correct empty and they both were.
Would it work better if I select only the left eye when making the first material?
Are the two eyes 1 object? If so, have you assigned each material to the separate faces?@@fandomsmoothie5749
@@pmdesigns5798 I thought I did. I'll have to check again when I work on it.
Would it be better to separate the eyes into two different meshes? I'll have to combine them all again when I rig the rest of my character's body. Would it still work when they're together like that? I'm assuming so as long as each material is different?
It will work either way; if there are two objects or one. But you need to make sure that you've assigned each material correctly. Having one eye disappear sounds like they've both been assigned the same material. Because your eye empty R is sitting over the right eye, the left eye wouldn't be able to show the pupil if it's still using the same material.
You can just select the object, go into edit mode, select all of the faces of one eye and then assign the desired material.@@fandomsmoothie5749
Do you have a discord account? I'm kinda having a hard time following along.
Sorry, I can't access Discord in my country. Try this video, instead...
ua-cam.com/video/taNncHCfT1U/v-deo.html