Any bone that is not to deform your mesh should have ‘Deform’ in the bones panel un-checked. Grab one and move it far away from the mesh and you will see what I mean. The arm ik controllers are influencing your mesh. Now, here’s a few other things I noticed that you will need to fix up as well: I didn’t actually do this with your model, but it’s how I always do eyes, parent them to their bones. Since the eye bones are children of the head bone they will move as the head bone moves. Now the eye should only be influenced by the eye bone. Oh, and remove the copy rot constraint from the eye mesh objects. Then select the eye mesh object, shift-select the armature, enter pose mode and select the eye bone, do a ctrl-p and select ‘bone’ from the menu. In the armature panel, put the armature into ‘Rest Position’, select the eye mesh objects and clear their parents (alt-p). So how should the eyes move, as the head bone moves or as the eye bones move? See my point? So basically you are telling the eyes to move as the head bone moves (and rotate as the head bone rotates) and also rotate as the eye bones rotate. Then when adding the copy rot constraint to the eyes, you are telling the eyes to copy the rotation of their bones. When you parent a mesh object to a bone, you are telling that mesh object to move as the bone moves. Here’s what’s wrong with the eyes: They are parented to the head bone and they have a copy rot constraint on them targeting the eye bone. blend file, without one, I could have never figured out what was wrong.
And just let me say for the record and for everyone who may read this, this is exactly why you should always post up a. Ok, took me a min to figure this one out. I attached a picture to illustrate what I’m talking about. When I turn the head, the eyes stay with it, but the pupils do their own thing.
#Rotataable head with facial rigs minecraftrig how to#
I don’t know how to do that for the whole body, though. I saw the 3rd video on your post, and it looks like the way you made it work for both is to separate the vertex group and name it as the same bone that you wanted to move. I tried, like in the video, to setup the armature to move the mesh deform which would then move the mesh, but then I got a weird, rubber band like, arm where it would bend at the elbow. What I want to do with the mesh deform is to be able to have the stomach move or face elongate when I pull on it, but move the body with the armature. I’ve watched the videos you posted, but I’m a total noob, so you’ll have to excuse me. I understand what your saying, Randy, about how the armature moves the mesh and mesh deform moving the mesh, so it moves it 2x. I’m still having problems with mesh deform. The eyes stay in the sockets and teeth are good.