Starting with the colouring, this was simply a blinn with a ramp shader to make the black pupil and white eyeball. It is possible to add a third and more colours for the iris, but this is not really important for what I am doing.
Duplicating the original eye, so that I have two:
I then moved on to the connections so that the Y, Z and Scale values are equal for both When the left moves, so does the right, same for changing shape.
After the eye set up, it was time to move onto creating the locator for them to follow. I created three locators, the main one to lead the others, and the two smaller ones are for each eye to have their own point to look at. This is necessary if one eye needs tweaking or if you want each pupil to act independantly.
I found this tutorial rather easy even though it seems to have a few parts to it. I feel confident applying this to other rigs, for example the facial one I have been working on and I will do so next. The eyes are really important when it comes to the human body and they tell a lot of emotion or thought from where they are looking, so rigging them is very important for my final year film.
What I have used for this tutorial:
- Basic texturing
- Expression Editor
- Connections Editor
- Locators with Aim Constraints
Next aim: Apply to other eyes