Eye Features Set > Docs > Initial Setup
Eye Features Set > Docs > Initial Setup
The first task is to select the type of asset (eye/eyelashes/eyebrow) of and its style (stylized/realistic):
To create the desired asset (eye/eyelashes/eyebrow), you need to have the appropriate base object for it. This base object controls the generated assets placement and scale in the scene. It is also the host of the Geometry Nodes modifier.
The eye base object needs to be a mesh sphere (either a UV Sphere or Icosphere mesh object). Since the mesh density of the base object doesn't affect the generated geometry, use a low-poly base mesh sphere (< 2000 vertices)
The eyelashes/eyebrow base object needs to be either a curve or a mesh line (TIP: For animation purposes, it is recommended to use a mesh line as a base object. Mesh line objects can be bound to the character's mesh deformation using a Surface Deform modifier. That way the eyelashes/eyebrows will move as the character mesh is deformed).
Curve base objects need to contain only a single spline as a guide for the eyelashes/eyebrow.
Mesh Line base objects need to contain only a single line. This is a chain of vertices connected with edges (no branching or loose vertices/edges).
TIP: Since eyelashes and eyebrows are typically on the skin of a character, it is recommended to snap the points/vertices of the base object onto the surface of the character mesh. You can achieve that using Blender's "Snap" functionality with a "Face Project" snapping target. In addition to that, eyelashes and eyebrow assets require a Base Mesh for their functionality. This base mesh is usually the character mesh object.
Steps to create a mesh line on the surface of the face:
1. Add a mesh object (e.g. a mesh Plane).
2. In Edit mode, create a single vertex by merging all vertices.
3. Enable the "Face Project" snapping option.
4. Use move (G) to position the vertex. Use extrude (E) to create a new connected point.
After the base object is selected and is valid, the "Create Asset" button will be enabled to create the selected asset. After the button is clicked, the Geometry Nodes tree for the specific asset will be appended from the "EFS_assets.blend" file (found in the add-on installation files) and applied to the base object via a Geometry Nodes modifier. This will generate the geometry.
For eyelashes/eyebrow assets there will be an additional prompt to select the Base Mesh object:
NOTE: The names of the modifier and node tree (node group) are crucial for the add on functionality. Make sure you don't rename any of these assets to ensure proper functionality.