Bone - Eye not in center of bone when parenting?


(0Classified0) #1

Hey,

I’ve been using this public domain human model and trying to parent an eye to the bone as seen in the tutorial. What I don’t understand is why the eye moves to the bottom of the bone when I’m parenting. Can someone let me know what’s going on?

File attached below:

http://pasteall.org/blend/index.php?id=51022


(ajcdfin) #2

Hey, It appears the ‘eye’ mesh origin is not at the ‘eye’ center. To fix, un-parent both eyes and preposition them, select one eye and place 3D cursor at that location, set origin to 3D cursor, apply Loc/Scale, re-parent to ‘eye bone’. Same for other eye.


(0Classified0) #3

Hey, thanks! I’ve updated the right eye accordingly. What would you suggest to get the left eye to return to the mirror position across from the right eye? I tried the cursor to origin->scale -1 on the x axis, but it doesn’t seem to work, and as a rookie I’m kinda stumped? Outside of deleting those objects and duplicating the right eye object and mirror?

New file below.

http://pasteall.org/blend/index.php?id=51026


(ajcdfin) #4

Hey, unless you accidentally uploaded the same file from your first post, you have not fixed the issue. As far as getting the left eye back in place, you must get its origin set back first - then you can select the left eye bone > snap cursor to it > then snap eye to it. To use the mirror/scale method, you need to select one of the center vertices in the nose/face > snap cursor to it > duplicate the right eye object > then scale it.
FYI, that right eye has some of its verts assigned to some thing else - that is going to be a problem, the eyes don’t need any vertex groups, just object parented to the correct bone.


(0Classified0) #5

Hey @ajcdfin, I created vertex groups to assign color to the eyes. Maybe it’s better I used Cycles, but that was the only purpose.

Also, I want to be sure the eye doesn’t possibly “exit” the eye socket with rotating on the Z and X axes. Would you suggest I change the eyes to have vertices to look like a full sphere, replace the eyes with UV spheres, or something different?


(ajcdfin) #6

I created vertex groups to assign color to the eyes. Maybe it’s better I used Cycles, but that was the only purpose.

There is no reason to do it that way, just add materials to the list, in EDIT mode select the faces you want to be one of the materials then hit assign and repeat for the others.

Also, I want to be sure the eye doesn’t possibly “exit” the eye socket with rotating on the Z and X axes.

As long as the ‘eye’ objects origin is properly placed and the eye bone is in the correct position it won;t. The eye you have now will be fine, I did notice your eyes have a double mesh, like there was a solidify modifier on them at one time, unless there is a reason for that go into edit mode and delete the inner one on both eyes.


(0Classified0) #7

Hi there,

I know what you said about the eyes not exiting the sockets earlier, but apparently rotating the bone for the parented eye CAN actually cause things like this to happen:

Is it helpful if I just - change this object or replace to a complete sphere?


(ajcdfin) #8

You could just add more geometry to it


(0Classified0) #9

You mean, add more edge loops?


(0Classified0) #10

@ajcdfin figured it out. I needed to add another half to the eyes. What was really annoying was that when I tried parenting the eye bones with offset to the head bone, the RIGHT eye was moving waaaaaay further than it was supposed to - and it indeed pointed to what you were talking about in the first post. Take cursor to world origin -> snap right eye to cursor -> make origin 3D cursor -> snap cursor to LEFT eye -> snap RIGHT eye to cursor -> make pivot point 3D cursor at origin -> scale with -1 on the x axis -> parent right eye to right bone.

It’s been a fun adventure - thanks a ton for your help again. :slight_smile:


(ajcdfin) #11

Sure, no problem