#Eyes randomly started breaking
79 messages · Page 1 of 1 (latest)
only thing done between those two was adding some physics to the eyelashes and the iris, but those don't seem to be the culprit
it looks like you dont have the sclera with the eyeliner
what specifically are you referring to as the eyeliner
this as eyeliner
Ahh
I've got everything on the eye, besides the iris, under the same deformer for x movement
is the same deformer? can you show?
there are multiple issues
1.- childs moving out parent as most important here, and one that is carrying a lot of issues
2.- because you did deformers like that, sclera is not with eyeliner so they are under diferent parents with diferent caracteristics. that means they will likely deform diferently as they should
Is there a particular issue with the placement of the sclera? The only deformers separate from the eyelashes influence the open movement so I assumed that'd be the proper way to go about it
Also the child moving out of parent is my biggest issue rn since I have zero idea what caused this
when the same janky setup was working previously 😔
that is caused of you rigging the child to move out
when a child moves out a parent, you can not control the movement anymore
But what effect does that have on the eyelashes?
If it's an issue with the sclera being detached
what do you mean by detached?
Not under the same parent
here for example, you dont have good control outside the black square
that is something you dont want to happends
here for example the eye is also outside the parent
Ahh right
now
why is important sclera is in the same than eyeline?
When you do warp deformers they have divisions, square divisions
each intersection of those squares is 1 dot of a mesh that will affect the 4 squares around
now, if you have those two in diferent deformers that are also diferent in size, divisions, position of those intersections
they will deform diferently
But why would they be deforming the way I want initially and then change?
this also you can see how far the child moves from parent
because they are affected by diferent parents
by initially i dont know what you mean, you have to elaborate
yes?
So the issue is indeed the child deformers here right
all deformers basicaly
not only childs, but all of them
child should never go outside parent
that means the hierarchy is wrong
When I remove deformers for a specific physics parameter what you're talking about completely goes away
The problem is it's for a blend shape that kind of has to hierarchially go there
https://x.com/Kibu_chan/status/1765452287860768775 <- an example of why you dont want child to go out
Yeah I understand what you mean
The child isn't going out when I remove the deformers
i want to ask
The second issue is how on earth you're supposed to go about eyelash physics if you can't have the deformer between them and the x
did you started doing deformers how?
if i am honest with you?
you shoudnt need as many deformers as you have for one eye
even with individual physics
I have 2 extra x deformers to slowly go through the process for even eyes
ok you first issue was that you probably didnt check the box in warp deformer creation that make deformers big enought so child dont go out
that was the first issue
for even?
something i notice too is that your parent parent deformers for X is too broken
that will make the inbetween keys a pain
one of the x deformers simply shifted the eye to left and right without directly editing the mesh shape
what do you mean shifted the eye?
just left right movement lol
positioning them on the area of the face they should be
do you mean when you rig one eye, ten copy then mirror?
if so... you dont need that deformer after is placed where it should be
Yeah I mean that's true
Just kinda moved on and ignored it because I was having zero issue beforehand
i mean... the fact you have 152 deformers in eyes only is concerning
i know nothing is labeled, but the deformer for the side eyelash is 152
when you create a deformer without a name it adds a number to count
Yeah
When I was rigging EVERYTHING I first do base movements like mouth rigging, eye, etc before doing x and y rigging
and then I do physics after
deformer152 is one of the culprits for a physics blend shape
the recomendation would be
delete all eye deformers
and rig again, making sure you mark the seond to last checkbox in the warp deformer creation window
this is to make sure the deformer is big enought for the child to not go out
also you can do eye open on mesh directly to avoid the need of many deformers
I might be driven to insanity if I have to touch these eyes any further
and that way you can have the eyeline and sclera on the same parent that will make sure your mesh dont separate
