Eyeball: Difference between revisions

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# An 'eye white' surface on the model, with a unique material.
# An 'eye white' surface on the model, with a unique material.
# A dynamic [[Wikipedia:Iris (anatomy)|iris]] decal that travels over the specified to simulate the eye looking in different directions.
# A dynamic [[Wikipedia:Iris (anatomy)|iris]] decal that travels over the eye white material to simulate the eye looking in different directions.


{{tip|An iris material can cover the entire surface of the eye if need be.}}
{{tip|An iris material can cover the entire surface of the eye if need be.}}

Revision as of 09:48, 2 January 2009

The Demoman's eyeball.
Alyx's eyeball in Ep2.
A vortigaunt's largest eye. The iris covers its entire surface.

Eyeball is a property of $model. It consists of two components:

  1. An 'eye white' surface on the model, with a unique material.
  2. A dynamic iris decal that travels over the eye white material to simulate the eye looking in different directions.
Tip.pngTip:An iris material can cover the entire surface of the eye if need be.

Parameters

Tip.pngTip: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 righteye and lefteye.
<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.
<material_name>
Material above which the iris material will be drawn. Make sure every eye has a unique one!
<diameter>
Diameter of the ball of the eye. Prevents eyes rolling inside the head. Note that this means that the iris will travel in a circle even though human eyes are oval: your model's flex should accommodate for this.
<angle>
Default yaw offset (from directly forward) for 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.
<iris_material>
Material to use as the iris texture.
Todo: This now appears to be a property of the eyeball material. Need some OB QCs to confirm.
<pupil_scale>
Scale of the iris texture.

Example

$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