I've only had this problem with Illustrator and Ch so far, but I've been ending up with only one working set of eyelids for some reason. Only one side responds to eyelid controls, blinking still works for both though. I was able to fix it by duplicating the one working eye and flipping it to the other side, but I don't know why that even worked. The layer structures on both sides were identical.
I also had an issue where I've changed the scale of eyelids in Illustrator, and when I switch back over to Ch, the eyelids no longer work. They're still tagged, they just don't respond at all. If I go back into Illustrator and "undo" and save, everything in Ch works as expected again. I'm using the latest full build. I wanted to see if anyone else had a similar issue. Thanks!
The closest I have seen are problems like
Happy to have a look at a puppet if you want to share a copy here or send a direct message.
Here is a blog I wrote on eyes as well, in case of any use: https://extra-ordinary.tv/2018/04/21/debugging-character-animator-eyess/ (but I don’t think it contains an answer for your problem).
I would also suggest checking the tags. I was naming parts with "L" and "R" instead of "left" and "right" and Ch was assigning them to the mouth phonemes.
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Hey all, thanks for the input! The problem seemed to fix itself after some refreshing. So I assume it was a cache problem. I'm not sure why it got so wonky, but I'm definitely being very particular about how layers are labeled even before I bring them into Ch.
Another weird thing I noticed Ch doing automatically that caused an issue: It was auto-tagging my "Left Pupil Range" and "Right Pupil Range" layers as "Pupil range, Pupil, and Pupil Size" for some reason.
One thing you need to be careful of when doing lots of edits is I think auto tagging adds tags, but does not remove them. So if you rename a layer it may keep previous tags. (I think)
So don’t only rely on the layer names. Also inside rigging go through every single layer and check the tags assigned. You may need to manually clean up / remove some “strays”.