Hi guys
The problem in this work is that
when moving the head in the poze mode,
the eyes do not follow their correct location of movement,
and the eyebrows that apparently are not linked to the superior bone structure
Hi erv,
Allright, I’ve checked the model. The fix for the eyes is quiet easy. In the boneconstraints panel, within the limit location panel, check the option local space, instead of the option world space. It should then work.
The eyebrows could be fixed, but consider to skin your mesh with wheightpainting. Check the internet on how internet how to do this. The most easy way would be selecting the headmesh, clear it’s existing parents. Then, first select your headmesh. Then, select your armature. Press Ctrl+P and from the menu, select armature deform/automatic wheights. This should fix it maybe.
Thanks, I have managed to solve the eyes in a different way after much experimentalise
, now I find myself working eyebrows,
The solution used for the eyes was to delete the bowls that had and create a new bowl of eyes through by extruction in the same maya of the head
And the iris maya, I fused him with the maya of the head and then use the weight painting of the bone head for the two iris
And then a less loaded weight painting of a bone for each iris
Uff, I’ve been since 2013 trying to figure this out,
Thanks
By the way, most of the bone face architecture is clean of constraints
And it’s working well