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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 defines the data needed to properly render a character's eyes, defining the name, positioning, size and material of the eyeball. | |||
| == Parameters == | |||
| {{tip|The <code>[[qc_eyes]]</code> tool can help you manage the potentially confusing string of numbers needed for this command.}} | |||
| ;<code><name></code> | ;<code><name></code> | ||
| Line 16: | 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. | : 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|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. | : 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  | : Material used as the iris texture. (This property is deprecated) | ||
| ;<code>< | ;<code><iris_scale></code> | ||
| : Scale of the iris texture. | : 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 === | ||
|   [[$model (QC)|$model]]  | Hover your mouse over each value for its description. | ||
|   [[$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
 Tip:The
Tip:The 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 righteyeandlefteye.
- <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 EyeRefractshader.
- <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 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 forEyeRefract, is this also true for theEyesshader?
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

