Simple Toon Eye Collection W Geometry Node Eyelids

by Just Ducky Artworks in Modifier Setups


Eye parenting and rigging

Do not 'join' the eyes to the head.  Keep them as separate objects for rigging, and parent them to an appropriate head bone, keeping the offset.   My Auto-Rig Pro tutorial provides more detail, and the concepts work for any rig.

Eye placement
To align easily with temporary modeled/sculpted eyes, the temporary eyes should be created from uv spheres and changed only by varying the x, y, or z scale.  For procedural eyelids, you should only vary the width and depth (x, y) for best results.  Do not 'join' the eyes to the head after placing.  You want to keep them as separate objects for rigging.
When I create two eyes for my character, they don't move independently.

Both eyes may be using the same shader or geometry nodes.  When you duplicate the eyes for left and right, make sure you also create duplicates of the eye shaders and geometry nodes, then append the names with something like ".L" and ".R" 

When using Auto Rig Pro, I get wild eye deformations when I rotate the head after binding.

In the Modifier Properties panel, move the Geometry Node modifier above/before the Rig modifier.

I see the eye model, but I don't see the eyeball or eyelids

The eyeballs are procedural, so you need to view it using the 'Material Preview' tab of Viewport Shading.  The eyelids are not procedural, but they will be difficult to see unless you use the material preview mode.

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Published about 1 year ago
Blender Version 4.0, 3.6, 3.5, 3.4
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