I have a problem I couldn’t really find an answer to by just googling.
I have these eyelids that rotate with a damped track constraint, wich target is in the armature. When I position the armature, the eyelids move too, but the center of rotation stays at the origin. Has anyone got a solution to this problem?
Here are some screenshots. Should i post my .blend file too?
I really wanna use the damped track constraint, but if thats the problem, I guess I will have to use another method to rotate the eyelids.
Thanks in advance
Here is my file.
By center i meant the center of my eyelids.
Yesterday, I removed all modifiers and constraints one by one, and the problem was definitely the damped track constraint, since it didn’t consider the posed location of my object.
Thanks for the file, the reason your eyelids don’t behave is because they are simply Object parented to the Armature, so if the whole Armature doesn’t move, their location doesn’t move. In reality they should be Bone parented to their respective bones and these are non-deforming so they do not affect the head mesh.
Having said that, I tend to do these kind of rigs slightly differently to the way you have it set up. This stems from working with MakeHuman, Rigify rigs, etc. This gives you a deal more control.
Look closely at what I did and feel free to ask any questions you might have. I left the head and neck bones as deforming bones, so you can parent your mesh with automatic weights. Please also note the root bone, all major bones should be parented to this, this bone is your overall control for moving and rotating the entire model and is “good practice” This bone normally lives between the models feet…
The website is playing up so some images got screwed… Here is the head bone rotated:
Thank you so much for the detailed answer! I didn’t know there were different types of parenting, now I see it.
And thank you for your version of an eyelid control. The only question I have right now is: Why do you keep those eye bones connected to the head bone? Is there a specific purpose? Or is it just preference?
Edit: Nevermind, now that I took a closer look at the .blend file I get it.