The controller that is responsible for the eyeballs to track to is currently deforming the eyelids when it moves back. Also when I rotate the head and neck the rotation of the eyelids and eyeballs begin to move on their own without the controllers being moved. Any help please?
On purpose, I know some Eyes-Track Rigs use Parenting To Armature Deform, so that some contour region from the Eyelids Mesh get Deformation from Posing the Eyes-Track Bone. If you don’t want any Eyelids Deformation on that Eyes-Track Bone Posing, you need to Subtract all the Weights from the Eyes-Track related Bones Influencing the Character Mesh Object —which contains the Vertex Groups for the Eyelids Mesh. I’m not sure but, maybe a Shrinkwrap Modifier/Constraint for only Eyelids Vertex Group Targeting the Eye Surface Mesh Object could glue the Eyelids to the Eyes… but sometimes this can cause artifacts and might be hard to have clean results.
For the other Deformations, besides the already mentioned Weights on the Eyelids, the Eyes-Track Rig is not following the Head Bone as it should; so it’s getting out of synchrony. This happens usually due to inadequate Parenting/Relations between the Eyes-Track Rig and the Facial Rig. The Head Bone is usually the reference, Master Bone for all the Head related features. If you have Relations such as “cross”-Parenting, things can break up. It’s not really hard to fix and you should try different setups; this is often Rig specific, there’s just not enough context for a direct solution imo.
https://www.file.io/nwxb/download/bp36YgKExRzy
Here’s the blend file if you want a closer look. I removed the weights and it worked just fine! It’s also worth noting that my rig was made from scratch so it may not be perfect and may be a bit ugly.
Your eyes aren’t following your tracking because they’re not weighted to any eye bone. There don’t appear to be any eye bones in the rig.
Your eyelids are behaving strangely for a couple of reasons. First, your lattices are just parented to the armature, with an armature modifier that isn’t doing anything because there are no vertex groups on the lattices-- but you don’t want to deform your lattices with an armature modifier anyways, you want to transform them by bone parenting them to your head bone.
Second, because the lattice modifiers needs to be after the armature modifier (on the eyes and eyelids) for these kinds of structures.
Third, because you’re doing screwy things with your objects’ rotations by giving them object constraints (copying rotation in the case of the upper eyelid.) Don’t try to combine armatures and object constraints right now. (Maybe there will be some times to do it later, but not right now.) Use one or the other.
Bandages I dunno what to tell yah other than you’ve been a real life saver. It’s my first time building a rig and you’ve been tremendous help. The eyes finally work. I guess your username checks out