Eyeball: Difference between revisions
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(Added some more info to the points. Feels like the first paragraph should be moved to its own "Eyes" shader page, as this isn't how EyeRefract works, and may cause confusion as we only talk about the qc part here!) |
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[[ | [[File:Eye demoman.jpg|thumb|The Demoman's eyeball, using the [[EyeRefract]] shader.]] | ||
[[ | [[File:Eye alyxep2.jpg|thumb|Alyx's eyeball in [[Episode Two]], using the obsolete [[Eyes]] shader.]] | ||
[[ | [[File:Eye vortep2.jpg|thumb|A vortigaunt's largest eye. The iris covers its entire surface.]] | ||
{{For|about=the [[QC]] property of [[$model]]|the shaders used to render the eyes|{{ent|EyeRefract}} and {{ent|Eyes}}|the tool|[[qc_eyes]]}} | |||
'''<code>Eyeball</code>''' is a property of [[$model (QC)|$model]]. It | '''<code>Eyeball</code>''' is a property of [[$model (QC)|$model]]. It defines the data needed to properly render a character's eyes, defining the name, positioning, size and material of the eyeball. | ||
== Parameters == | == Parameters == | ||
Line 18: | Line 13: | ||
;<code><bone_name></code> | ;<code><bone_name></code> | ||
: The bone which the eye is parented to, typically the head. | : The bone which the eye is parented to, typically the head. | ||
;<code><X> <Y> <Z></code> | ;<code><[[X]]> <[[Y]]> <[[Z]]></code> | ||
: World location of the center of the ball of the eye. While your eye doesn't need to be a sphere in the model, Source will always map the material according to an invisible ball. | : World location of the center of the ball of the eye. While your eye doesn't need to be a sphere in the model, Source will always map the material according to an invisible ball. | ||
;<code><material_name></code> | ;<code><material_name></code> | ||
: Material | : Material of the eye. Make sure each or every eye has a unique one. It is recommended to use a material using the <code>EyeRefract</code> shader. | ||
;<code><diameter></code> | ;<code><diameter></code> | ||
: Width of the eyeball when viewed from the front. Used to prevent the iris from rolling inside the head. {{note| | : Width of the eyeball when viewed from the front. Used to prevent the iris from rolling inside the head. {{note|Doesnt seem to take any effect since the Y axis of the eyes overrides this feature {{Todo| Further testing}}}} | ||
;<code><angle></code> | ;<code><angle></code> | ||
: Default yaw offset (from directly forward) for iris. Humans are typically 2-4 degrees [[Wikipedia:Strabismus|wall-eyed]]. Not setting this correctly will result in either your characters appearing cross-eyed, or if you've compensated by misplacing the ball of the eye, them not tracking side to side. Should be a negative value for the left eye, and a positive value for the right eye. | : Default yaw offset (from directly forward) for the iris. Humans are typically 2-4 degrees [[Wikipedia:Strabismus|wall-eyed]]. Not setting this correctly will result in either your characters appearing cross-eyed, or if you've compensated by misplacing the ball of the eye, them not tracking side to side. Should be a negative value for the left eye, and a positive value for the right eye. | ||
;<code><iris_material></code> | ;<code><iris_material></code> | ||
: Material used as the iris texture. (This property is deprecated) | : Material used as the iris texture. (This property is deprecated) | ||
;<code><iris_scale></code> | ;<code><iris_scale></code> | ||
: Scale of the iris texture. The model's UV map does not influence the eye material in any way. {{todo|While this is true for <code> | : Scale of the iris texture. The model's UV map does not influence the eye material in any way. {{todo|While this is true for <code>EyeRefract</code>, is this also true for the <code>Eyes</code> shader?}} | ||
=== Example === | === Example === | ||
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Hover your mouse over each value for its description. | Hover your mouse over each value for its description. | ||
[[$model (QC)|$model]] | [[$model (QC)|$model]] female_01 "female_01_reference_RE" | ||
{ | |||
'''eyeball''' <span title="Eye name" style="background:#DFDFDF;">righteye</span> <span title="Parent bone" style="background:#DFDFDF;">ValveBiped.Bip01_Head1</span> <span title="Center co-ords" style="background:#DFDFDF;">-1.261 -3.702 64.974</span> <span title="Eye white material" style="background:#DFDFDF;">eyeball_r</span> <span title="Diameter" style="background:#DFDFDF;">1</span> <span title="Angle" style="background:#DFDFDF;">4</span> <span title="Iris material" style="background:#DFDFDF;">pupil_r</span> <span title="Iris scale" style="background:#DFDFDF;">0.66</span> | |||
} | } | ||
== See also == | == See also == | ||
* [[Eye Position Setup]], for a guide to calculating the various numbers required | * [[Eye Position Setup]], for a guide to calculating the various numbers required | ||
[[Category:Modeling]] | [[Category:Modeling]] |
Latest revision as of 09:46, 16 August 2024

The Demoman's eyeball, using the EyeRefract shader.
This article is about the QC property of $model. For the shaders used to render the eyes, see EyeRefract and Eyes. For the tool, see qc_eyes.
Eyeball
is a property of $model. It defines the data needed to properly render a character's eyes, defining the name, positioning, size and material of the eyeball.
Parameters

qc_eyes
tool can help you manage the potentially confusing string of numbers needed for this command.<name>
- Name of eyeball, used to match eyelid rules. For humans, use
righteye
andlefteye
. <bone_name>
- The bone which the eye is parented to, typically the head.
<X> <Y> <Z>
- World location of the center of the ball of the eye. While your eye doesn't need to be a sphere in the model, Source will always map the material according to an invisible ball.
<material_name>
- Material of the eye. Make sure each or every eye has a unique one. It is recommended to use a material using the
EyeRefract
shader. <diameter>
- Width of the eyeball when viewed from the front. Used to prevent the iris from rolling inside the head.
Note:Doesnt seem to take any effect since the Y axis of the eyes overrides this feature
Todo: Further testing <angle>
- Default yaw offset (from directly forward) for the iris. Humans are typically 2-4 degrees wall-eyed. Not setting this correctly will result in either your characters appearing cross-eyed, or if you've compensated by misplacing the ball of the eye, them not tracking side to side. Should be a negative value for the left eye, and a positive value for the right eye.
<iris_material>
- Material used as the iris texture. (This property is deprecated)
<iris_scale>
- Scale of the iris texture. The model's UV map does not influence the eye material in any way. Todo: While this is true for
EyeRefract
, is this also true for theEyes
shader?
Example
Hover your mouse over each value for its description.
$model female_01 "female_01_reference_RE" { eyeball righteye ValveBiped.Bip01_Head1 -1.261 -3.702 64.974 eyeball_r 1 4 pupil_r 0.66 }
See also
- Eye Position Setup, for a guide to calculating the various numbers required