How do you rig and animate cartoon eyes (Bone Rig) in Blender 3D?

In this tutorial, we will walk through the complete process of rigging and animating eyes in Blender 3D.

Rigging the Eye

Step 1: Rename the eye to eye.R and the eyelids to eyelid_bottom.R and eyelid_top.R

Step 2: Temporarily hide the eyelids

Step 3: Make sure you have the Rigify Add-on enabled

Step 4: Use SHIFT + A to add a single bone

Step 5: Move the bone in front of the eye and scale it as needed

Step 6: In the Outliner, rename the Armature to eye_bone.R

Step 7: Select the eye mesh and open the Constraints tab

Step 8: Add a Track To Constraint with the Target set to the eye_bone.R

Step 9: To fix the eye position, change the Track Axis to -Y and the Up to Z

Step 10: When you select the bone and move it, the eye should follow the bone correctly – by using G + X to move along the X-Axis and G + Z to move along the Z-Axis


Rigging the Eyelids

Step 1: Unhide the eyelids

Step 2: Use SHIFT + A to add a single bone and move it to the front of the eye and scale it down

Step 3: Rename the bone to eyelid_bone.R

Step 4: Rotate the bone 90-degrees on the X-Axis using R + X + 90 and use CTRL + A to apply the Rotation

Step 5: Select the top eyelid

Step 6: Add a Copy Rotation constraint and set the target to eyelid_bone.R

Step 7: Test the Constraint by rotating the bone around the X-Axis by using R + X

Step 8: Select the bottom eyelid

Step 9: Add a Copy Rotation constraint and set the target to eyelid_bone.R

Step 10: Test the Constraint by rotating the bone around the X-Axis by using R + X

Step 11: To fix the issue of both eyelids rotating the same direction, select the bottom eyelid

Step 12: Under the Constraint options, select Invert X

Step 13: Test the Constraint by rotating the bone around the X-Axis by using R + X

Step 14: To limit the bone rotation, select the eyelid bone and open the Object Data Properties tab

Step 15: Lock the Y- and Z-Axis Rotation properties by selecting the Lock icons

Step 16: Test the Constraint by rotating the bone around the X-Axis by using R + X


Creating the Left Eye

Step 1: Use the A-key to select the eye, eyelids, and bones

Step 2: Use SHIFT + D to duplicate the selection and use G + X to move them to the right

Step 3: Rename all the duplicated objects using the suffix .L

Step 3: Test all the bones to make sure they are working correctly

Step 4: Select all the bones and use the M-key to move them to their own collection


Creating Master Controller Bones

Step 1: Use Shift + A to add a single bone between the two eye bones to act as a master eye controller

Step 2: Scale it so it is slightly bigger than the eye bones and rename it in the Outliner to eye_controller

Step 3: Select both eye bones and SHIFT-Select the Controller

Step 4: Use CTRL + P and select Object to parent the eye bones to the controller

Step 5: Move the controller to confirm both eyes move together

*The individual eye bones can be controlled separately

Step 6: Use SHIFT + A to add a single bone between the two eyelid bones to act as a master eyelid controller

Step 7: Scale it so it is slightly bigger than the eyelid bones and rename it in the Outliner to eyelid_controller

Step 8: Rotate the eyelid controller around the X-Axis by 90-degrees by using R + X + 90

Step 9: Use CTRL + A to apply the rotation

Step 10: Select both eye bones and SHIFT-Select the Controller

Step 11: Use CTRL + P and select Object to parent the eye bones to the controller

Step 12: Move the controller to confirm both eyelids move together

*The individual eyelid bones can be controlled separately

Step 13: Select all the controller bones and use the M-key to move them to their own collection


Animating a Simple Eye Blink

Step 1: On Frame 1, select both controller bones and use the I-key to add keyframes

Step 2: On Frame 25, use the eye controller to move the eyes and use the I-key to add keyframes

Step 3: On Frame 35, Select the eyelid controller and rotate the eyelids until they are shut and use the I-key to add keyframes

Step 4: On Frame 45, Select the eyelid controller and rotate the eyelids until they are open and use the I-key to add keyframes

Step 5: Play the animation to see the result


Conclusion

You have now successfully built a complete eye rig system in Blender, including eye tracking, eyelid controls, master controllers, and a simple animated blink.

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