I'm glad you found it useful. I originally explored trying to do it within the procedural eyeball shader, but I couldn't get my head around how to go about that. I stumbled on this method trying out things in geometry nodes (not really knowing where I was heading) and it seemed way easier.
Wow. 😱This is fantastic. 😍 Of course, I'm still beginner to blender, but this is just a discovery for me. 🤯Such a simple solution is just what we all need. 😅Thank you for the tutorial. ❤
My pleasure! The Blender community is terrific, with so much to discover every day. No matter how much I learn, I'm still a beginner with something in Blender. It's never old or stale. I'd love to hear what tips you come across when using the eyes.
Thanks! I create greeting cards under the brand name of Dads Castle, as well as some cartooning. However, I've also done some teaching in the past and taught scuba diving for a number of years. There's so much to explore with Blender, I feel like no matter how much I use it, I'm still a beginner. Always something new to learn with a great community behind it.
Best tutorial ever. you did not just explain how to achieve the task but also explained the basic vector mathematics concept behind it. Just one question sir: how to join (not literally "join", but I mean stick) the eyes to the body to rig the whole character? (i tried to crtl+J with head and also tried to make rig as a parent of an eye but either it loses geo-nodes or it (eyes) doesn't move with the head by rigging).
Thanks Dis Play for the kudos! I will answer more fully later tonight, but to get you started, most rigs rotate the geometry of the eye. Since these are procedural eyes, we don't want the geometry rotating. Instead, we can rotate them (and the eyelids) using drivers on the material and geometry node controls. I generally parent them to something that will move with the head, like the main head bone. I'm finishing a new tutorial on how to use them with Auto Rig Pro and hope to have that done by this weekend. Stay tuned.
To address losing the geo-nodes when parenting to the rig, try parenting only the eyeball vertices, not the lid mesh. Parent using 'bone relative.' Also, remove any existing parenting (Alt+P) first so you know you're starting clean. For Auto Rig Pro, I assign the eyeball vertices to the c_eye.l (or .r) vertex group. Then in Pose Mode, select the c_skull_02.x bone. Go to Object mode, select the eye, then Shift select the armature. Then CTRL+P and parent using bone relative. Note this is after I've binded the rig so I have some controllers to work with.
@@DisPlay-po2lc If using the super_face in Rigify, try relative parenting to the "face" bone. To do that, select the face bone in pose mode, then go to object mode and parent each eye using 'bone relative' for each eye. The controls for the eyelid and eyeballs should still work. Note the eyes are still separate objects from the head.
Hello Blender Community, based on requests from viewers, I've modified the geometry node eyelids to include eyelashes. Stay tuned for a tutorial coming soon!
I've just posted the video tutorial on rigging these eyes using Auto-Rig Pro! It's a 4-part series - about 10 mins for each video. The concepts shown should work for other rig types like Rigify and also apply to procedural eyes that don't have geometry node eyelids. You can view the tutorial here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-_5peaKIGIho.html Gave a great day!
Thanks so much for this. But say I have a spherical eyeball with a black dot as an iris? How do I get the that black dot to move along the surface of the sphere without disappearing into the eyeball?
Hi there, moving the iris depends on the materials and rigging. I'm assuming here you are using a procedural shader for the eyeball. If you're using the updated project file (v1.3) with the "Pupil_CTRL" object, I just discovered I forgot to add the updated shader. I've fixed that and you can re-download it from the project file link in the description above (thanks for bringing that to my attention!). You move the pupil by moving the Pupil_CTRL empty. Note: if you flatten the eyeball (such as scaling down in the Y direction), you'll need to remove the shrinkwrap modifier in the Pupil_CTRL, place the empty close the flattened eye, then re-add the shrinkwrap modifier. You can also control the pupil and highlight sizes from the materials properties tab if needed. If you're using the simple eye from earlier files (v1.1), then the pupil rotation is controlled in the material properties tab, then "Base Color" of the "Simple_Toon_Eye" material. The top and bottom values control up and down, left and right respectively. Look at the Documentation tab here to see pictures: blendermarket.com/products/simple-toon-eyes-w-geometry-node-eyelids. You can use drivers to control them from a rig. Let me know if this helps.
Is it just me or you completely jumped the part were you show us how you rotate the eye? I mean the eye lid sure but you just said you added some stuff for the rotation of the eye but I don't see the part where you show that part especially because your controls of the eye rotation are not even in the modifiers tab
Hi There, because the eyes are procedural (material), the eye direction is controlled within the material properties. While I don't dwell on it, take a look around 20:37 in the video to see how to rotate the eyes. You can also take a look at the instructions on the blender market page: blendermarket.com/products/simple-toon-eyes-w-geometry-node-eyelids?search_id=29890776
@dadscastle I took another approach, which is to add the pupils as a shrink wrapped image texture,has its issues but for what am doing it works just fine
@@ToonyTinglesASMR That's the same approach I took with my 'version 2' eyes which requires an empty or something to control them. As you've probably figured out, the principle is the same, just a different type of driver (object rather than material). I haven't yet integrated those into my new Toon Eye Rigging add-on.
Hi There, because the eyes are procedural (material), the eye direction is controlled within the material properties. Take a look around 20:37 in the video to see how to rotate the eyes. You can also take a look at the instructions on the blender market page: blendermarket.com/products/simple-toon-eyes-w-geometry-node-eyelids?search_id=29890776 Let me know if that helps.
@@malikaagouram5087it depends on how you created the pupil/iris material. Is the pupil/iris material assigned to geometry faces or procedurally created? If assigned to geometry faces, then it may not work because you'll be rotating the eye and eyelids together (and the eye would need to be round). If procedurally created, then there may be mapping node to create drivers from.
I finally got around to creating PROCEDURAL eyelids. They work with the same base procedural eyes. Take a look at this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xWG4xxLk6ws.html