First off you need to create two spheres for your eyes. Then rotate them in the (right view in modeler) 90deg so that the top of the sphere where all the points meet is pointing on the Z axes. This allows you to make the eye surface very easily. Select the inner ring of polys and name their surface, Pupil. Then take the next ring of Poly's and name there surface, Pupil, and then the rest of they eye Whites.

Now that you have them surfaced, we need to create a few weight maps. Weight maps are used to specify what portion of an object will be affected by bones. To do this select all the polys in one of the two eyes and at the lower right of modeler you will see a W (weight map),T (texture map, UV),M (morph map).. [ Fig A ] .with a menue to the right. With the W (weight map) selected click on the drop down menue and select NEW, and then name the map Eye Left. Then make one, Eye Right. [Fig B]

 

Now we need to create some skelegons to controll the movement of the eye. Skelegons are just a different form of bones that you can create in Modeler, which I think is easier than creating them in Layout. To do this go to the "Create" tab at the top of modeler, and towards the bottom of the colom on the left hand side of the program, is a butten that says "Skelegons." Select Skelegons and in a new layer, click and drag out a skelegon in the back viewport. Then WITHOUT clicking again, let go of the cursur button and move your mouse over the TOP viewport. Now the skelegon you just drew should still be blue as an indication that the tool is still active. So with your mouse in the top viewport click again on the -Z axis to make a shorter skelegon that starts at the back of the eyeball and end in the center. Then click again at the front of the eyeball, making three skelegons totall. Then position them with the first one starting at the back of the eye ball and going up on the Y+ axis and to 0 on the X. Then use the Mirror tool to duplicate those skelegons for the other eye. Now copy and paste the skelegons into the layer with the eyeballs. [Fig C,D]

Fig [A]

Fig [B]

Fig [C]

Fig [D]

Fig [E]

Fig [F]

Fig [H]

Fig [I]

Save the object and go to Layout and load it in a scene. Whith the object containing the skelegons, Go to Object on the right hand menue and select bones> convert skelegons to bones. [Fig E] A box should appear confirming 6 bones added, hit ok. Now we need to create the Null objects that we need to controll the eyes. GO to ADD under the Create Tab, and select object new Null object. Then name it Eye Left, then make one Eye Right, and One EYES. [Fig F]

Now you need to parent the Eye Right and Eye Left nulls to the main EYES null. switch to your front view, and line the null Eye Right, directly in front of the right eye. And the same for the Eye Left null. Then open up Motion Options (m on your keyboard) and with Eye Right selected, Parent it to EYES. Do the same for Eye Left. Now that both Eye Right and Eye Left are both parented to the EYES null we need to target the eyes to follow them.

Select the Bone in the right eye that ends at the front of the eye and open Motion properties for it. Under the Target Item Dropdown select Eye Right null. And for the bone in the Left eye select Eye Left null. [Fig H]

Now your eyes should follow your EYES null wherever you point it. [Fig I]

Fig [G]

Nexr you need to apply the bones weight map to the two bones in the tips of the eye. Select the end bone in the Right eye and open Object Properties. In the middle for Bone Weight Map select Eye Right. The same for the bone in the Left eye. [Fig G]

Rigging Eyes To Follow a Null:

by John Williams V