Linking Eyes

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Characters may have eyes that are controlled by bones. These bones need to be connected to blendshapes that control the gaze for eye movement to work.

Gaze Blendshapes:
– eyeDn
– eyeL
– eyeR
– eyeUp

Eye bones can be rigged and connected to gaze blendshapes automatically in the following way. Using the add-ons, it is possible to define which bones are eye bones, what their axes of rotation are, and how much they should rotate in each direction.

For Eye Linking to work, eye bones can not have any constraints or other controllers influence them as they can override the automatically generated connections.

Please visit the add-on section of the documentation for information on how to map eye bones.