thanks for the quick reply.
unfortunately I still don’t really know how to do this. I didn’t even get to the point where I could select those vertex groups.
what also confuses me is the relationship between rig and metarig.
most tutorials say, you can delete the metarig after generating the “real” one. but of course I then couldn’t parent stuff to bones.
But can I parent the eyeballs to the circle shaped controlls of the rig, which you see in my gif?
I’d be happy for a little step by step explaination, thanks.
btw.: I’m using blender 2.79, since this rigify addon had a lot of changes.
Unfortunately I’m still having a bit of trouble rigging the eyes. @Mousy Honestly I don’t think I have any of the bones you mentioned, at least not under this name.
I just have like master_eye, which is the square in the middle of the eye on the picture. And I actually managed to parent the eyeball to this one and it was rotating, but still there wasn’t any connection with the controls in front of the head that apparently are supposed to manage the gaze.
rotating them manually would be an option, but of course I’d prefer it to work properly. Havn’t really found much tutorials on the pitchipoy rig, at least on the eye part.
Sorry, I do not speak English well. Metarig is needed to specify the parameters for generating the final rig. The rig has layers “DEF-” for deformation, “MCH-” for mechanism, and “ORG-” the “original bones” (i don’t know what it means). You can use it all the way you want, but it’s convenient to use DEF-bones for deformation. Eyes can be attached to the MCH or ORG-bones. Any bones can be included in the possibility of deformation. ORG-bones probably need them for export or for creating drivers (all other bones too). You can add and manipulate any bones using MCH bones. Bones are connected each other through parentage or by constraints. Try to tinker with the rig more, learn everything in it. From the first it seems complicated, and then you will succeed.