Thanks for your reply!
I don’t have any constrains on the mesh objects. After the rig is generated there are constraints added to the rig Pose bones. they have Copy Transforms and Stretch to.
The only parenting I used was the parent with auto weight paints.
The model was an FBX imported model… that may be part of it? maybe some import setting?
No face bones… I just used Rigify Basic Quadruped Rig.
I had multiple modifiers, when I first ran into this problem, but started over and now only one armature and one armature modifier per mesh object.
No weight map on the eyes… at least they are all blue pretty much like everything else. The body has slight coloration to one side, but the bones move the body and legs evenly.
While I was trying to answer your questions I did notice a few things.
When selecting the head bone and rotating it… all of the mesh objects move correctly accept one… the lower teeth still come outside the model and each tooth seems to move slightly differently. meaning the teeth don’t stay together… they sort of spread out or some such deformation, when rotating, but the eyes and other teeth are fine.
When I G to translate and move the bone away from the body… All the teeth and eyes move outside the body mesh… so?
I am beginning to thing there is some problem with the metarig from rigidify… I add the rig then have to scale it up and move bones here and there… I must not have applied all the transformations? I thought I did, but perhaps not?
I’m still confused… I’m sure I’m doing something wrong… some step that I did do correctly etc…, I’ll try to rebuild it again more carefully and see…
Maybe I’ll use the OBJ version of the model as an alternate test.
oh, also, when I select the head bones (2 of them) on the rig, they don’t highlight anything in the highlighter as all the other bones do. maybe something…
Sorry, I’m new to this so i’m still learning.