Eyeball: Difference between revisions
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: 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. | : 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 override this feature {{Todo| Further testing}}}} | ||
;<code><angle></code> | ;<code><angle></code> | ||
: 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. | : 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. |
Revision as of 05:18, 17 May 2023

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 override 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.smd" { 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