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Course

Introduction to Rigging
feed Course Overview
Introduction keyboard_arrow_down
  1. 01

    01 Welcome And Some Rigging Philosophy

    Free
  2. 02

    02 Feature Overview And Some Tips And Tricks

2D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Building a Simple Ball Rig

  3. 03

    03 Building a Better Ball with Empties

  4. 04

    04 Building an Even Better Ball Rig with Bones

Mr. Squeegee Feet keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Legs and Inverse Kinematics

  4. 04

    04 Feet and Transform Space

  5. 05

    05 Eye Tracking

  6. 06

    06 Putting It All Together

3D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Rotation Theory

  4. 04

    04 Axis Angle and Euler Rotation

  5. 05

    05 Quaternion Rotation

  6. 06

    06 Transform Matrices

  7. 07

    07 Rigging the Ball

Mr. Hotdog keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Fingers with Action Constraints

  4. 04

    04 Body

  5. 05

    05 Eye Rig

  6. 06

    06 Arms with IK-FK Switching

  7. 07

    07 Basic Mesh Deformations

  8. 08

    08 Putting It All Together

Mr. Biped keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Head and Neck Rig

  4. 04

    04 Foot Rig

  5. 05

    05 Palm Rig

  6. 06

    06 Advanced Torso Spine Rig

  7. 07

    07 Pivot Slide Reverse Chain Rig

  8. 08

    08 Putting It All Together

The Proxy System keyboard_arrow_down
  1. 01

    01 Setting Up a Rig for Linking

Assets keyboard_arrow_down
  1. insert_drive_file

    2D Ball

    visibility_off
  2. insert_drive_file

    Mr Squeegee Feet

    visibility_off
  3. insert_drive_file

    3D Ball

    visibility_off
  4. insert_drive_file

    Mr Hotdog

    visibility_off
  5. insert_drive_file

    Mr Biped

    visibility_off
  6. insert_drive_file

    Mr Biped for Linking

    visibility_off
  7. insert_drive_file

    Errata

    visibility_off
Videos keyboard_arrow_down

Course

Introduction to Rigging
Introduction keyboard_arrow_down
  1. 01

    01 Welcome And Some Rigging Philosophy

    Free
  2. 02

    02 Feature Overview And Some Tips And Tricks

2D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Building a Simple Ball Rig

  3. 03

    03 Building a Better Ball with Empties

  4. 04

    04 Building an Even Better Ball Rig with Bones

Mr. Squeegee Feet keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Legs and Inverse Kinematics

  4. 04

    04 Feet and Transform Space

  5. 05

    05 Eye Tracking

  6. 06

    06 Putting It All Together

3D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Rotation Theory

  4. 04

    04 Axis Angle and Euler Rotation

  5. 05

    05 Quaternion Rotation

  6. 06

    06 Transform Matrices

  7. 07

    07 Rigging the Ball

Mr. Hotdog keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Fingers with Action Constraints

  4. 04

    04 Body

  5. 05

    05 Eye Rig

  6. 06

    06 Arms with IK-FK Switching

  7. 07

    07 Basic Mesh Deformations

  8. 08

    08 Putting It All Together

Mr. Biped keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Head and Neck Rig

  4. 04

    04 Foot Rig

  5. 05

    05 Palm Rig

  6. 06

    06 Advanced Torso Spine Rig

  7. 07

    07 Pivot Slide Reverse Chain Rig

  8. 08

    08 Putting It All Together

The Proxy System keyboard_arrow_down
  1. 01

    01 Setting Up a Rig for Linking

Assets keyboard_arrow_down
  1. insert_drive_file

    2D Ball

  2. insert_drive_file

    Mr Squeegee Feet

  3. insert_drive_file

    3D Ball

  4. insert_drive_file

    Mr Hotdog

  5. insert_drive_file

    Mr Biped

  6. insert_drive_file

    Mr Biped for Linking

  7. insert_drive_file

    Errata

Videos

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Mr. Hotdog

05 Eye Rig

24th September 2015

info License: CC-BY
flag Report Problem

Published by

Francesco Siddi

Making the eye rig.

8 Comments

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DARRIN ALDER

9th January 2017 - 01:11

I've been following these tutorials but one thing that I can't follow is the Eye tutorials completely because the Eye Rig is missing. Along with Mr Hotdogs custom shapes for the final model. (I guess I can pull those custom shapes from the rig blend file)

Stephen Petersen

31st January 2017 - 05:18

@darrin.alder: what I did , load a untounched version of mr_hotdog_model.blend. Then use Append and select the mr_hotdog_rig_finished.blend, go to object directory, and use WGT-* to highlight all wiget objects and append. Then move them all to last layer and save.

Show more replies

DARRIN ALDER

31st January 2017 - 14:36

@Stefan59: Cool. I'll try that. Thanks

Tighe Racicot

12th February 2022 - 05:20

@DARRIN ALDER As for the eye rig, it takes a bit, but it's possible to just use a copy UV spheres, displaying their wireframe even if you don't want to add materials. This has definitely been a good lecture to follow along with hands on practice.

victor p

14th December 2018 - 08:51

i find that its easier to parent the MCH_Mind's_Eye bone to the Head bone instead of using custom properties.

With that the eye always follow the movement of the head also you still can modify the eye target if you want to eye to look at different direction with the head.

Any other opinions?

please pardon english

Michael Feldman

27th November 2019 - 17:26

*@Victor Bonar Panggabean* Victor this basic parent setup requires counter-animating the lookTarget bone whenever the head is moved if we wish to keep the eye movement independent of the head. It's just more work for the animator than having a simple switch to enable / disable

mwksmith

7th December 2020 - 21:56

Property Value: hi

Tighe Racicot

12th February 2022 - 05:13

It doesn't seem like in Blender 3.0 that the custom properties is anywhere near the transform panel. I have to select the armature and go into Object Properties tab, down to the bottom to mutate it. Is there a more convenient location to change its value?

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