I have a stylized character with eye sockets sculpted into the main body mesh as shallow indents. The eyeballs are separate rigid objects sitting in those sockets, parented to the head bone.
When I rotate head in Pose Mode, most rigid objects (hat, beak) track fine, but the eyeballs and blush objects swing/drift out of their sockets instead of staying seated.
Tried so far, none fully fixed it:
Ctrl+P → Bone — bad arc-swing
Ctrl+P → Bone Relative — better, but still drifts
Child Of constraint + Set Inverse (with head confirmed at rest first) — did not worked
Found/applied non-uniform scale on the affected objects — didn't fully fix it
Weight-painted the socket area on the body to 100% head influence — fixed the body's own deformation, but the separate eyeball objects still drift on top of it
Even tho the beak and hat are parented to the head exactly like eyes and blush they correctly follow rotation or movement but eyes and blush dont
Please if someone can help me this is my first time ever rigging
It's hard to tell without looking at the file.
First, let's reset everything.
Eye objects: Delete any armature modifiers under the modifier tab of the properties editor. Remove all constraints. Clear the parent(alt+P->Remove parenting). Delete all vertex groups. This can be done in the object tab of the properties editor under Vertex Groups. Click the dropdown under the (-) Minus icon and click delete all groups.
Armature: Ctrl+Tab in to pose mode and clear all transforms(Alt+g, Alt+r, Alt+s). Press Alt+a to make sure no bones are selected. Ctrl+Tab back into object mode.
Second, let's make sure the prep work is done. On the Eye objects, apply scale and rotation(Ctrl+A->Scale and rotation). On the armature, Apply scale, rotation, and location(Ctrl+a->Location, Rotation, and Scale).
Third, which method of rigging are you using: Direct parenting or Weighted Parenting?
For Direct parenting, Select the armature, ctrl+tab, select head bone, ctrl+tab, select the eye object, Shift+select the armature, and press Ctrl+P->Bone.
For Weighted Parenting: In the object tab of the properties editor under Vertex Groups panel, add a vertex group by clicking the (+)Plus icon. Double click the Group name to rename it to head. It needs to be all lower case just like your bone's name. In 3D Viewport editor, tab into edit mode make sure that the head group is selected and the weight setting under the vertex groups list box is set to 1. Then press A to select all vertices of the eye object. then either press Ctrl+G->Assign to Active Group or click the assign button under the Vertex groups list box. Tab back to object mode. Select eye object, shift+select armature, and press ctrl+P->Armature Deform. It's above the Empty Groups option and often times people think it's just a label, but it is also an option. The list under it are just different additions to the Armature Deform parenting. We've already created the group, and assigned the weight, and we aren't using envelopes so we don't need any additions.
Hi Hibah,
To me it looks like the the issue is that the eye mesh is following 100% with the head......but the eye socket area isn't 100% following with the head.
The main parts of the body are probably partially following the head and the spine_02.
If this is your first time rigging - make sure you check out CORE Rigging. It will help you understand a lot of the problems you will need to solve (although it won't tell you the exact solution for this situation...that's what we are here for)
The easiest solution I think is to create a dedicated bone that you want these parts to follow (Eye.L/.R, Mouth, Cheek.L/.R)
And then use the armature constraint on those bones to blend between the relevant bones.
(make sure that you remove the actual parent on this bone if you are using the armature constraint because otherwise you will get double transforms)
If the weights match the same vertex weights of that area, then it will work as expected.
(There's just 1 caveat - because the weights of the sockets are not identical in all areas, the sockets are likely to change shape when they deform.....your bone won't do this.)
You will learn about the armature constraint in CORE, but you won't use it in any projects until later courses.