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Facial Rigging
In this chapter we'll be fully rigging the eyes with all their functionality. The setup will start similarly as we did with the lips by creating a ribbon mesh. However we do deviate from the lips due to different deformation requirements. We'll start of by creating the initial bones for the eyes and defining the areas for the eyelids by creating master eye bones. We'll be covering pupil and iris dialation, eyelid auto following and auto blinking functionality.
For symmetrizing the eye bones, we're gonna use the following script to also symmetrize the constraint sub targets which you can download here: