#Eye movement overrides blinking

31 messages · Page 1 of 1 (latest)

somber thicket
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is not only the bottom you can see all around is not moving with the physics you did
this made me think that you rigged the blinking and the physics little jiggly on the same objects

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that or
eyeball + physics

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so if you did eyeball first and physics later, physics will only work when eyeball is at 0

woven vigil
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following bc i want to know what solution eventually works
sending a message bc i want to compliment both the art and rigging, they're lovely

somber thicket
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diferent objects
is not recomended to have more than 2 parameters per object unless you know about permutations

woven vigil
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yeah
can get confusing

still ledge
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object is not just a layer but also a deformer
basically you shouldn't be rigging everything on the layer itself or on one deformer but split the rig between multiple deformers if you need to link the movement of one item to more than 2 parameters

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basically, you should have the rig for jiggle physics be done on a separate deformer to the eyeball XY rig

ripe zodiac
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How does the lower lid close? Is it on the art mesh of the white? And is whatever closes there on more than 2 parameters?

still ledge
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yes you have too many parameters linked to R Lashes XY

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you should have a deformer ("that green thing" lol) that ONLY has eyeball x and eyeball y connected to it

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and then a different deformer for physics

proud dawn
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R lashes XY has 3 parameters, if you randomly move them you should see that some combinations don't look correct

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hitomi was faster than me NOD

still ledge
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no you're confused

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we're talking about how you have too many parameters linked to one deformer (green thing)

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you should ADD deformers

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because general practice is 99% of the time you should not have more than 2 parameters linked to one object (whether it's a green warp deformer, red rotation deformer or the art layer directly)

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a linked parameter means that you made a keyform (green dot) on a parameter on the selected object

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no

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you can make however many deformers you need

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so that not a single deformer or mesh has more than 2 parameters

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but it's fine (and encouraged) to have it like this
deformer A [has 1-2 parameters on it]

  • deformer B [has 1-2 parameters on it]
    • mesh
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oh I forgot discord swaps hyphens to dots like that now lol

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id say for eyes all you need to do is remove the physics and remake them on a new deformer

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dont really have to start over everything, just might need to delete the physics rig

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well you shouldn't have deleted the parameter itself just the rig on it ;w;

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cause then when you remade Eyeball XY you didn't name the parameter ID correctly and if you don't have the default ID it won't work for tracking (well I guess you can manually set it in VTS nowadays but not in other apps)

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remember: it's the parameter ID that matters, name can be whatever

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you can remove keyforms without removing the parameter

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is what I mean