Misaligned deformation

I’m trying to do a simple rig on this character’s head, so i’ve weight painted the head and neck to the armature and the rest of the objects (hair, glasses, eyes, etc) are parented to the head bone.

When i try to rotate the head bone, it seems the head doesn’t rotate a full 90 degrees but the separate objects rotate a full 90 degrees, causing a strange misalignment. How do i fix this?

When parented directly to the bone, its as if every vertex on the model is set to a weight of 1 (the max, which is displayed as red in weight painting mode.) When the model underneath has different weights, their movement will not match.

I assume thats your issue from the verbal description anyways. the images dont show the weights, nor a 90 degree rotation on the selected bone, so I’m a little confused what your issue is after looking at them.

thanks for the reply. it’s meant to be a test for the head rig so the weight painting is nothing fancy. Are there any other particular photos i should send? should i just send the .blend file?

This is before any rotation, with proper weights and the details parented to the head bone (i put it in rendered view so it’s a bit more obvious)

And this is after a 90 degree rotation. It seems the head doesn’t rotate all the way or something even though the weights are set to 1, which causes a misalignment and the eyeballs to clip out of the mesh

Are there any weights from the other bones affecting the area around the eyes?

A .blend file would probably be helpful for diagnostic, but only if you’re comfortable with that of course.

Only other thing I can think of might be some modifiers or shapekeys on one or the other mesh?

okay so it wont let me upload the .blend yet because i just made this account.

i’ve checked and only the head bone is affecting the eye area and nothing else. The mesh does have shape keys and so do the details but i don’t think they should cause such a problem, they’re all currently at 0. There is also a subdiv modifier on the mesh and the details but getting rid of it doesn’t solve the problem

Hi, did you apply all transform to the rig bones and mesh before parenting?
If not, that could be the reason.

Okay so i was fiddling around with the weights trying to fix everything and i normalized all the weights before going in to edit mode and adjusting the vertex groups again. I’m not sure why normalizing it beforehand did the trick, but now the head rotates the full 90 degrees and there is no more misalignment. Thanks for all the help!