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
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
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 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?
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.
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
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…
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 ?
.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