Eyeball
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Eyeball
is a property of $model. It consists of two components:
- A static eyeball surface on the model. Must have a unique material.
- A dynamic iris 'decal' that travels over the eyeball to simulate the eye looking in different directions.

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.
<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
EyeRefract
andEyes
shaders - Eye Position Setup, for a guide to calculating the various numbers required
qc_eyes
, a tool to aid your calculations