#parameter help?
6 messages · Page 1 of 1 (latest)
Hierarchy is like the waterfall of control. The top most piece will affect what's under it and so on. So like for example here lEye will affect the lashes, the Close deformers, and the White deformer. The lPupil Close will then affect lPupilXY and so on.
For the angles, I use eyesXY to key to angles x and y and then lPupilXY (and also lEYE) for eyeball x y movement. This way I can turn the head and the eyeball xy movement will still work bc that deformer is working within my angle xy deformer.
*I have the eyes under the head z rotator but not the face deformer
Yup, thats what it looks like based on that screenshot
Can you open up one of the eye warps so I can see what you have doing what motion?
Hmm well, to fix, you’ll want the topmost deformer to be just for angle xy. So either L_EYEBALL warps (tbh I would rename them corresponding to what they are adjusting and which parameter). Unkey the angle xy on the L_EYE warps since they shouldnt need that. Then you can either use the existing L_EYE warps for eyeball xy or make a new one over them for eyeball xy.
Each deformer should have a purpose. I don’t recommend just making them as folders unless you know what you’re doing. Having too many and forgetting what is keyed where will only get worse without proper documentation or grasp of the program.