I FIXED IT! In Blender, make the anchor bone a deform bone but remove all influence it has on the mesh. Game Engines typically only recognize deform bones. That's why it had that weird behaviour.
@amaulana0909 ай бұрын
So you were able to recreate this style of rigging and it works completely in Unity? I wonder if it'll work for other engines like Unreal or Godot too. Also, somewhat of a beginner, so converting the type of bone I understand but what do you mean "remove all influence it has on the mesh"? You mean to remove all weight-painting?
@MVWDave6 ай бұрын
This tutorial was a lifesaver. Thank you much. I'd been struggling with the eyes for a while.
@FlameEffigy Жыл бұрын
presentation needs some work but your method works very well.
@da_floofy_one Жыл бұрын
YOUR A GENIUS I LOVE YOU
@jamesklark65622 жыл бұрын
bro, your blender setup is too vaporwavy Anyway do you know if theres any way to set up eye-tracking with a shifting texture? My character's eyes are more Egg-shaped so I feel this method would screw with that geometry.
@noamplayzgames4168 Жыл бұрын
did you end up figuring this out?
@jamesklark6562 Жыл бұрын
@@noamplayzgames4168 nope
@szabomate90 Жыл бұрын
here: kzbin.info/www/bejne/nnmnnHdviruMjKc but maybe i have an easier solution: you should use 2 constrained bones in the same position of the eye object, the first bone with 'Damped Track' and second bone that copies the first bone's rotation as 'Copy Rotation' and be sure to use here 'Target: Local Space' and Owner: 'Local Space'. Then Parent the eye object only to the second bone. Therefore it transforms as the second bone, but rotating to the way as the first bone rotating towards it's target.
@purgebs1012 жыл бұрын
I managed to get a rig setup like this working in Unity from Blender before, but I can't find the tutorials that I followed and I am trying to replicate it. What I've found is that the basic setup with the Anchor and Rotate bone seems to work fine- until you use a damped track constraint to make a LookAt controller. This seems to lock the deformation in and ruin the squished effect. What I did was to copy the Rotate bone, call it Pointer, turn off deform and put the damped track constraint on there. Then I used a constraint on the Rotate bone to Copy Rotation from the pointer.
@purgebs1012 жыл бұрын
I think another approach I tried was to leave the scaling alone in Blender, and then just scale the bone in Unity to get the squish.
@binyaminbass2 жыл бұрын
@@purgebs101 Yeah, that works in Unreal too. I'm not sure if that's going to work for production, but I'll test it out.