Eyeball
		
		
		
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Eyeball is a property of $model. It consists of two components:
- An 'eye white' surface on the model, with a unique material.
- A dynamic iris decal that travels over the specified 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.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.
- <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
- The EyeRefractandEyesshaders
- Eye Position Setup, for a guide to calculating the various numbers required
- qc_eyes, a tool to aid your calculations


