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Character Rig eyes issue (SOLVED)
So I used the below tutorials to rig my character but have run into an issue, I cant seem to make the eye rig work properly. When moving my character in pose mode (Rotating the head bone for example) the eyes move along with that movement, so if i move the character at all the eyes end up floating somewhere around the character, should note that that both rigs work fine when not moving.

I think the issue could be that the eyes are separate objects to the body mesh + rig, as was required in the eye rig tutorial but i'm at a loss with this at the moment, i'm not sure where I've gone wrong and how to make these two rigs work together, any help is much appreciated..

PIXXO 3D Eye Rig Tutorial - https://www.youtube.com/watch?v=0r6yjnxh9Qg

Joey Carlino Character Rig Tutorial - https://www.youtube.com/watch?v=EaVlwOOud-0&list=PLzg4_2BrWAVwkQvVPJoNaXNN4dXY0Xjkl&index=14&t=1574s
Senast ändrad av DoobieJewBie; 16 jan, 2024 @ 15:03
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Floof 27 dec, 2023 @ 2:23 
you probably have to parent the eyes to the main body/object you are moving.
Vifxtend 3 jan, 2024 @ 20:29 
to keep it short: select root bone of eyes armature and constraint it to head bone of character armature using "child of" constraint but its more reasonable to keep everything in one armature rather than more

so there is another method: select character armature first and then eyes armature in object mode and press "ctrl + j" after that make sure your names are not screwed by .001 and so on, because it surely do if theres two "head" bones in armatures (actually you can even prevent it by renaming bones before joining them together)
DoobieJewBie 16 jan, 2024 @ 11:49 
Ursprungligen skrivet av Floof:
you probably have to parent the eyes to the main body/object you are moving.
Yes, but the eyes are already parented to the eye bones, idk if that's wrong or not tho.
DoobieJewBie 16 jan, 2024 @ 12:01 
Ursprungligen skrivet av Vifxtend:
to keep it short: select root bone of eyes armature and constraint it to head bone of character armature using "child of" constraint but its more reasonable to keep everything in one armature rather than more

so there is another method: select character armature first and then eyes armature in object mode and press "ctrl + j" after that make sure your names are not screwed by .001 and so on, because it surely do if theres two "head" bones in armatures (actually you can even prevent it by renaming bones before joining them together)
So both rigs are already joined to be the same armature, sorry for not being more clear there, once I parent the eyes to the eye bones like in the tutorial, it works as desired, until you start moving/rotating the characters bones in pose mode (head bone, root bone etc) then it becomes apparent that the eyes are not fixed in place as they should be and are still separate objects to the body.

I just don't know which is the right solution for this, to parent the eyes to the body, in which case the eye rig stops working, maybe to never seperate the eyes from the body to begin with? maybe parenting eyes to the rig, got not clue, gonna play elimination game soon cos this is buggin me.
DoobieJewBie 16 jan, 2024 @ 15:09 
for anyone who might be in a similar situation... I fixed the issue, the eye rig tutorial creates an armature modifier for both eyes idk why, in object mode just delete the modifiers for each, parent the eyes again via the tutorial and it works.
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Datum skrivet: 26 dec, 2023 @ 14:34
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