#Eye movement overrides blinking
31 messages · Page 1 of 1 (latest)
that or
eyeball + physics
so if you did eyeball first and physics later, physics will only work when eyeball is at 0
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
diferent objects
is not recomended to have more than 2 parameters per object unless you know about permutations
yeah
can get confusing
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
basically, you should have the rig for jiggle physics be done on a separate deformer to the eyeball XY rig
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?
yes you have too many parameters linked to R Lashes XY
you should have a deformer ("that green thing" lol) that ONLY has eyeball x and eyeball y connected to it
and then a different deformer for physics
R lashes XY has 3 parameters, if you randomly move them you should see that some combinations don't look correct
hitomi was faster than me 
no you're confused
we're talking about how you have too many parameters linked to one deformer (green thing)
you should ADD deformers
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)
a linked parameter means that you made a keyform (green dot) on a parameter on the selected object
no
you can make however many deformers you need
so that not a single deformer or mesh has more than 2 parameters
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
oh I forgot discord swaps hyphens to dots like that now lol
id say for eyes all you need to do is remove the physics and remake them on a new deformer
dont really have to start over everything, just might need to delete the physics rig
well you shouldn't have deleted the parameter itself just the rig on it ;w;
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)
remember: it's the parameter ID that matters, name can be whatever
you can remove keyforms without removing the parameter
is what I mean