Alright, so I have rigged a character, though not complete(no finger bones or toe bones) and have the eyes set to a child of the head/body mesh. Once I go into pose mode I rotate the head and the eyes do not move(Figure 1). I have also tried setting the eyes to be a child of the particular head bone, but when I do that it rotates the eyes to where it pops out of the head(Figure 2).
Is there a solution to get this to work right? Am I doing something wrong?
Well I followed the eye rigging tutorial and I still have the same issue.(Figure 1) I even tried not setting the IK bones as parents to the head since the tut doesn’t mention that and that didn’t help either, the eyes still look like this just not rotated looking the right way
I tried to upload the .blend 3 times with no success. I can email it to you or if you know a site I can host it at off the top of your head I’ll put it there and provide you the download link. Thanks.
Try a few things out… First I am assumng that your Eye Objects are Separate Objects from the Head Body Mesh… if they are not… the should be… (which from the above pictures ti looks like they are but one never knows) so Check that first… Second… Do you have a Mirror Modifier on the one eye to make the second eye… if so… ‘apply’ the mirror modifier… you can’t use the mirror mod on eyes… (you can on other parts of the model… but not on eyes… 3rd… select each eye and Hit … Alt+P to clear Parent… that will clear all parents from the eye objects… Then you can Parent your eye object to the eye.L (or eye.R) bone as in the tutorial above… and it should work…
If that doesn’t do it you might check in the eye object to see if it has any vertex groups… (it should not) so if there are some then delete them…
Hope that helps…
Thanks norvman. I tried that as well and still have the same issues. I even re-rigged from the beginning. My .blend file should be downloadable from the link up there if anyone has to time to help. If not I’m sure I’ll figure it out eventually
You should skin your eyes, not parent them. Put an armature modifier on each eye and set it to your armature, make sure you have it weight painted next. All should be worked out and you won’t have to deal with parenting troubles in this area again.
Here’s a file you can play with to see how this is done… note how the body parts are parented to the bones via Vertex Groups… and the eyes are parented to the bones as individual objects…
Thanks again norvman. I tried uploading the .blend file the other day and it’s around 19 MB so it doesn’t upload it for some reason. But this time around I tried on just a head model and everything worked fine(following the blend file you posted). So I’m going to have to check some things with my armatures and vertex groups on the head with the body. Appears as though the way I’ve tried should work, but something else I did on the model is messed up. But thanks for the blend file as it helped a lot.
Thanks again! As you can see I tried it on a completely different model, well maybe the neck looks a little too twisted, but I’ll fix that eventually, but the eyes no longer pop out. Thanks again for the advice. So the problem was my mesh and not the bones at all!
Okay cool beans… that Rigg is Cessen’s Rigg by the way… Please send him a thank you if you don’t mind… he has a Rigging DVD out called “Humane Rigging” it a fantastic Rigging DVD… really teaches some nitty Gritty stuff that a lot of other tutorials seem to not want to go over… he is very through in his explainations as to the ‘why’ you want to do it this way… it’s very good… Cessen by the way is Nathan Veghdal He is one of the guy’s who did the Rigging for Big Buck Bunny and Sentel… That file I up loaded was mearly my following along with his tutorial on how to do a good eye Rigg… so… he really deserves the credit…:yes::yes::yes: