My pupil doesn't follow eyeballs


what can i do?

  1. i parented it to eyeballs - doesn’t work
  2. i parented it to pose - doesn’t work
  3. i joined pupil with eyeballs - doesn’t work
  4. i assigned it with neck - doesn’t work

i made a rig with auto rig pro and retargeted animation from mixamo
thank you for read this.
i’m new here.

  • check if the pupil has a vertex group with the name of the bone that control the eye.
  • your pupil has to be parented to the model as an object
  • your pupil has to have an armature modifier
  • your pupil has to be weight-painted (if not already the case)

in all cases, compare your pupil with any part of the body that do moves correctly and figure out the difference

Also, maybe learn the basics of Blender on some simplistic models and context. I see that you are playing with shapekeys and drivers already … thats the best way to mess up learning process.

Same when you come with a problem on BA, illustrate your problem with the most stripped out illustration

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Welcome to BA :slight_smile:

Without more information, it’s very hard to say what’s going wrong. Please elaborate on your “doesn’t work” statements. However, I’m pretty sure in this case it’s because you have an active shape key. Switch back to Basis and try #3 again

yes right pupil is under vertex group called neck.x same as Left eye

i appreciate it that your kindful comment thank you.
and also i downloaded it from deviantart.com
okay i’ll study it step by step thank you.

thanks for welcoming! :slight_smile:

I’m sorry for skipping informations. doesn’t work means pupil still stay where it was not but move with eyeball.
and also every shape keys are in 0 state.
thank you for comment me kindly.

No worries :slight_smile: what I mean is, you’re in edit mode with a shape key selected, so any deform or parenting you do is not going to work. What happens when you select the basis key, switch to object mode, and try again?

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I’m sorry I don’t comprehend “select the basis key switch to object mode”.
and also i deleted all the shape keys, but it’'s still stay at where it was.

Deleting all the shape keys was a great first step :slight_smile: at this point, I would follow the steps @blenderaptor gave:

  • check if the pupil has a vertex group with the name of the bone that control the eye.
  • your pupil has to be parented to the model as an object
  • your pupil has to have an armature modifier
  • your pupil has to be weight-painted (if not already the case)

I would also recommend looking up some basic blender rigging tutorials on YouTube so those steps make more sense

just upload the .blend lol

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  • pupil has a vertex group neck.x I’ve checked with edit mode it’s seleted when i click neck.x select
  • I tried to parent to eyeball object but it doesn’t work
  • i set an amarture modifier and set rig to object, vertex group to neck.x but it doesn’t work
  • i painted it as a red color and it still doesn’t move

and also it moves well when i move spines
but it’s stay hold when i moved head around.
does it be a avidence?

noob couldn’t attach m.m
https://drive.google.com/file/d/1MNHQdhq7zv6o6wNtU6uVvUGjYqWJ9QKR/view?usp=sharing

123mb ! there’s a whole game inside ? lmao

2 Likes

i’m sorry it may automatically packed…
just in case textures doesn’t come up

takes ages to move a single bone … omg there’s tons of modifiers attached to the model … auto-rig creates that mess ?

Since, you left-eye and left-pupil are 1 … I suggest you to do the same and paste back the right pupil on its eye. Then ensure the whole thing is has same vertex groups than the left eye

you can see that the right pupil follows neck x while the eye doesnt care about that bone

u can see the whole left eye follows head x bone … (was orange but i weight-painted it whole red)

I noticed the right eye default scale is -1,-1,-1 … sight … this model has to be manually cleaned

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yes… all what i wanted is use mixamo animation presets. but fbx files has so many texture problems…
that’s why i use auto rig pro and retargetting(and let it messing around).
does “you left-eye and left-pupil are 1” means are they separated??
i separated it by press P… for you to find easily…

and also yes it has neck.x vertex group
and it moves well when moves spine, but only when moves head around than pupil stays…

if you really like that model, dismantle it completely into parts (easy since its a robot) . Remove all those loads of mesh modifiers attached to the model like aquatic parasites lol. Remove the drivers and the shapekeys Then just create your own armature with Blender. Weight paint will requires no artistic work … weight paint red or blue. Good exercise . Once done , you will eventually come back to this auto-rig model and figure out the reasons of this or that driver, shapekeys etc…

You will learn a lot by doing so.

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thank you blenderaptor! :two_hearts:

so there is no way before i dismantle it… im so sad…
alright i’ll make new one by myself and will do rigging and weight painting…
best regards

there’s a way, just fix the right eye to make it exactly like the left one … But i suspect there’s some shapekeys and drivers behind the scene doing some crazy stuff i have no time to study . Also, if you want this model functional, you will find it .xps format on deviantart maybe ? There’s .xps importer free addon … so it might be the best and easiest solution . What’s the name of that model ?

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it’s glamrock freddy from fnaf security breach

now i’m doing convert to mesh and apply all transform to make all scale and locations be 0
and also mixamo.com doesn’t import .xps…

.xps is a format like .fbx . There’s also .mmd . Just find Freddy in .xps or .mmd , download the Blender import free import addon and you will import the model already rigged and ready for use.

Never used mixamo importer … it’s to retarget animations ? Anyway, good luck

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OMG.!!!

i fixed it@!!!@!@!@ horay~~~~~~

this was a big big hint for me…
I just deleted right eyeball and mirrored left eyeball

and this is the result…


thank you so much blenderaptor

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