Eye Rigging Issues

So i created a rig for the eyes. And the eyes are moving but the start to move outside of the face of the rig anytime I move them. I have been sitting here for hours trying to figure this out, but I still can’t get it. The eyes move just fine with the bones. It just doesn’t move with the mesh properly. When I rotate the body the eyes start to pop out and don’t really move like they should. Can anyone help me out with this?

It’s hard to help without a .blend. I’ll take a guess and say your weight painting on your head bone is suspect. It’s not the eyes that are causing the problem. I’ve seen it a hundred times.

If you parented the eye mesh directly to the eye bone but have crappy weighting of your body mesh to your head bone, the head mesh will move at a different rate then the directly parented eye mesh. Make sense?

That, of course, is a guess. I could probably solve this within a couple minutes if I had a file to look at.

Good luck!

Sorry for the delayed response, but the issue is that I noticed I can’t just upload it without a link, which I don’t have. So I’m not sure how I can really upload it. I’m still new here and this was my second post. If you can show me how I would have no problem doing so.

There are a couple of things which could cause what you’re describing. Use this site to upload:

http://www.pasteall.org/blend/

You can also click “Go Advanced” at the bottom of your post and there will be an attachment function there.

You can also click “Go Advanced” at the bottom of your post and there will be an attachment function there.

sorry Cyaoeu but… He’s still not up to the minimum number of post to be ‘allowed’ to post here on BA … that’s the problem…

use paste all like cmto suggest above it’s a very .blend file friendly site…

Honestly I think I just made the mesh terribly, which may be part of the issues I’m having lol, but here is the link to the .blend file. Thanks for the help guys. http://www.pasteall.org/blend/40308

First I would be sure and parent my eye bones to my head bone…

Second I would 'Apply Rotation and Scale to my Mesh and my Armature…
use Ctrl+A

The Eyes and Beak need to remain relitively Ridgid and Unflexible while the body opperates in a relitively Malable and Flexable state…

This demands that you have more bones to make the body of your character more bendy… while you need at a minimum one solid unbending bone for each eye and beak part…

thus… I would add at least an extra bone between the head and body body bone in the spine area and make it a B-bone with 5 segments…

I would add an upper and lower beak bone…

I would spend some time in weight paint mode…

you need to weight paint on the body mesh to the left and right eye bones…
That is even though the left and right eye bones control the eyes… they should also have some weight in the body mesh in the areas around the eyes…

Paint some weight to the upper and lower beak bones…
such that the beak stays in place when the head is moved around

also you need to at some point ‘normalize’ your weights such that you don’t get such a heavy handed weight paint on the body…

use the “Normalize all” button in the Left weight paint tool bar to do this…
you should be aiming for more green areas in the middle section of the body from several bones… in order to smooth out that transition area where their needs to be flex… While painting set the ‘strength’ of your brush stroke to something less than 100%… 25% (or less) often works for me…

When your painting for flex turn on the Auto Normalize and Multi-Paint options…
when using Multi-Paint you can select more than one bone and paint your Mesh and blender will automatically blend the weights to the proper bone… (this doesn’t always do a perfect job but can make quick work of individually trying to pick one bone and paint)

on the opposite end of the spectrum… in the Eye and beak area… need to be Red Red in favor of the their respective bones with little to no influnce from any other bone… (which means all other bones should be blue in those areas…)

Use the technique of hideing some parts of the mesh while you paint… So you don’t paint over areas that you have set the way you want…

also you may find it easier once you have the beak bones to simply animate those bones instead of using shape keys to have the character speak… (but this is MHO… shapes can still work for this if you need them too)

Also…
because of the simplicity of your model and some of the latest improvements to blender…
You use this working method when weight painting…

select your Armature and Hit Tab then 2 to set the Armature to Pose mode…
then select your Mesh and Hit Tab then 9 to get into Weight paint mode…

while in Weight paint mode you should be able to select the bone you are weight painting for and still have the Mesh stay in Weight Paint mode… paint away and Weight paint mode will add a Vertex Group for you AutoMajically…
This makes weight paint mode a pleasure to work with from times past…
also realize that with your bones in pose mode you can bend your bones around to see the result of your weight paint efforts … this comes in handy when needing to raise an arm to weight paint an arm pit for example or open a mouth to paint down inside the mouth…

Add a “Root bone” …
I would always Add a Root bone at ground level for my Armature… and make it the Highest parent in the hierarchy of all your bones… also bones like your eye targets should be parented to either the head bone or the root bone…

Finally I would make sure that Mechinical bones (like the eye targets, and Root bone) have their ‘Deformer’ check box unchecked…
(you can find this under the bone icon in the Properties Panel for each individual bone…

Okay… hope that helps…

Wow that is a lot of info, but I will try to follow everything exactly as you said and hope it works. I really appreciate the info. Thay definitely helps a lot. Trying to learn Blender definitely has been a challenge but the Blender community is absolutely amazing. Thanks. I’ll let you know how it goes.

So after messing around with it and trying to follow ur instructions as closely as I could I was still having issues with the rig. After hours of research I still had the same issue. The eyes just wouldn’t stop popping out. And then i figured it out. It was the eyes themselves. The issue was that I used a lattice modifier to make the out an awkward shape and because of that it was causing them to pop out for some odd reason. So all I had to do was apply the lattice modifier to the eyes and BAM! Problem solved lol. Thanks for all your help guys. Im not sure why I wasn’t able to find anything about this anywhere, but I’m glad I was able to resolve it myself. Makes me feel kinda happy:D

The eye Rigg your using I don’t really is going to work that great for the character you have designed…

go watch these two video’s to get more information the the subject

hope that helps…