Eyeball

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Revision as of 16:16, 18 February 2020 by Deprecated (talk | contribs) (Removed information only true for the Eyes shader, added disambiguation template)
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The Demoman's eyeball, using the EyeRefract shader.
Alyx's eyeball in Episode Two, using the obsolete Eyes shader.
A vortigaunt's largest eye. The iris covers its entire surface.
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.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. 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.pngNote:The iris will travel in a circle even if the eyeball is oval. Your model's flex should accommodate for this.
Todo: How?
<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 the Eyes 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