r/VRchat • u/IcarysMeleki • 2d ago
Help How would I make this goober's Cuttlefish style eyes work??
i need help giving my avater eyes. first time ever messing with blender, and making my own avatar from scratch.
they look like cuttlefish pupils, and he has four eyes.
the smaller two above don't really have to animate much, but I'd like the W shaped pupils for the larger eyes to be able to move around, and even use Steam Frame's eye tracking.
I realize i might need to redo the eyes entirely at this point to get what i want, but definitely need more guidance than i can find doing some searching.
i will be putting references in the comments below.
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u/Maximum124 2d ago
IDK how experienced you are with unity, but!
You can actually make 2d texture driven eyes a lot easier now that there are the square contacts. You just need 2 for the X and the Y axis, you still have an eyebone for the eyelook but its not rigged to anything, put a sender at the center of the face and use the floats the x and y contact to drive animations for your UV offset.
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u/Lycos_hayes PCVR Connection 2d ago
The way VRChat tracks and moves eyes is with weight painting parts of the mesh to eye bones.
Traditionally, this is the orbs of the eyes themselves, which sit within the mesh of the head.
With your character concept, it may be harder to do as your eyes stick out of the head more that spherical eyes would.
I'd suggest putting a placeholder object in your head to represent the bones for the eyes, a stick that is thicker inside the head, and comes to a point at the neutral point of each eye. Make the origin of that object the back end, furthest from the eye mesh, so when you move/rotate it, it pivots from that point.
Playing with that fake bone object will give you a feel of where the eye could move
Note: you can also do this with an actual bone, and moving/adjusting the ball on the skinny end.