I applied this method to Spyro's eyes 17 years ago. It's a very traditional way. 😊
@builtbycolossus9 ай бұрын
Wow! Spyro. Respect!
@eliranmagen70082 жыл бұрын
Awesome trick! non-spherical eyes are always so tricky, I usually use lattices to deform the eye and then skin the lattice to a joint but your solution seems even more intuitive. Thanks :)
@builtbycolossus2 жыл бұрын
Ah yes, I love a good lattice! One of the most versatile deformers imo
@manuelding3402 Жыл бұрын
you can still deform the Offset-Group with the lattice if you want. Works also fine with that setup. 👍
@MrTynanDraper9 ай бұрын
I didn't know you could skin a lattice to a joint! That's your way of keeping the lattice moving with the rig? Are you skinning both the eye to the eye joint AND the lattice to the head joint? Doesn't that give you double transforms on the eye? His method of deforming the eye by putting the eye joint in a group doesn't work when the eye joint is parented by the head joint. Scaling that group has no effect on the eye.
@sukchoi38642 жыл бұрын
It's quite impressive that you made this using the joint system! Always thanks for you to share useful tips!
@builtbycolossus2 жыл бұрын
You bet! Hope it helps you out
@onurgunduz2428 Жыл бұрын
super thanks bro
@builtbycolossus Жыл бұрын
You bet! More tips to come
@박건일-c5i2 жыл бұрын
Super cool! I love your method.
@builtbycolossus2 жыл бұрын
Thanks!
@stevens.5700 Жыл бұрын
This tutorial was really helpful! I was wondering how to copy the eye that we make, as I am unable to duplicate it or copy and paste it?
@MrTynanDraper9 ай бұрын
Nice tutorial! Especially like the pupil scaling control. I think the reason riggers resort to a lattice deformer for this instead of just grouping the joint is because the eye joint is going to be a child of the head joint. If you stick a group node between the head joint and eye joint. . scaling that group won't do anything.
@builtbycolossus9 ай бұрын
Interesting! I can't test right now, but It should still work, but you'd probably need another offset group to be able to first zero out the initial group. So joint -> offset_group (hold offset transform values) -> group (the group you'd scale) -> joint
@builtbycolossus9 ай бұрын
If you're using just joints, try turning off "segment scale compensate" in the attribute editor for child joints
@MrTynanDraper9 ай бұрын
@@builtbycolossus Turns out the issue was because I was parenting the eye rig to joints with all sorts of matrix and custom nodes attached to them (mGear rig). Solved the issue by just building the eye rig separately, including the eye joint. ... and just attaching it as a child to the existing rig eye joint.
@builtbycolossus9 ай бұрын
@@MrTynanDraperNice!
@vac9781 Жыл бұрын
i am new , i really hope u explain how u open that skin cluster setting . i think this is nice video
@builtbycolossus Жыл бұрын
Hi Vac! Yep, there's a couple of ways. Once the mesh is skinned to some joints, you can right click on the mesh -> paint -> skincluster Or you can select the skinned mesh and click on hammer/dots symbol at the top right of your Maya screen
@renofunkys9 ай бұрын
Nice tutorial~ not complex method! But I got different result at 2:40. When I rotate eyeball_Jnt, I don't know why the eyeball shap can't fixed at non spheriacl, it will change the shape. I use MAYA 2024
@builtbycolossus9 ай бұрын
Hi! Glad you liked the tutorial. Make sure you're scaling the rig with the offset group, not the joint itself That being said, I havent tried on Maya 2024!
@gracej5174 Жыл бұрын
This helped so much!!!!
@puggybooth Жыл бұрын
Just wow.
@builtbycolossus2 жыл бұрын
Do you have a favorite way you rig eyeballs, spherical or not? Let me know in the comments!
@나나-o8d Жыл бұрын
this is good!👍👍👍
@builtbycolossus Жыл бұрын
Thanks!
@bfoxGuile10 ай бұрын
Heya so Ive been doing this method for about two weeks, i got it down for the most part but when moving it with the eye controls it stretches out the eyeball, i may have forgotten how to make the eye a solid figure without stretching?
@munkhbold83087 ай бұрын
T hanks
@10Exia25 Жыл бұрын
Is this applicable for games ?
@builtbycolossus Жыл бұрын
Hi! At least for Unreal, I couldn't maintain the effect when exporting a single joint hierarchy (turned off the segmentScaleCompensate attribute on the skinned joint) Maybe someone else would know better.
@mattrigger6 ай бұрын
@@builtbycolossus Swimming through the parent space like this requires shear, Unreal does not support shear in its bone matrices. Unity does though.