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Hi all! I'm having a little trouble getting my Zhongli character profile's eyes to track. When I look to the side, the entire eye appears to squish up or move the head, depending on what I tag as independent. I can DM the files to anyone who can help! 🙂
Thanks for sharing the puppet. A couple of changes and it should work.
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Can you share a screenshot of the rigging hierarchy with the eyes section expanded? Sounds like you need the eyes and/or pupils to be independent. E.g. the pupils moving if not independent will warp the face.
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Getting independence right is important for correct behavior. Some suggestions:
I would do a pass over the independent layers and see how much that helps, then share a new rigging hierarchy. Basically if you click on a layer like Head, you should get a yellow outline around the head. If independent, that layer needs to overlap with the parent mesh (for the head, it needs to overlap the body artwork to attach to it).
The other thing that can help is to turn on the yellow mesh of triangles over the artwork (bottom left corner button in scene window) then move the eyes around. Select the Head layer and see if moving the eyes is distorting the head mesh. It might help identify the source of the problem. E.g. if the pupil is independent, it should be able to move around without distorting the head.
The other thing is to understand the relative layers of face skin to eyes etc, especially with eye lids and blinks. E.g. if the eye pupils are above the skin, then the skin won't crop the pupils.
Also the eye whites will be defining the pupils range (how far the pupils can move). Not sure how big yours eye. You may need to adjust if pupils are moving too far (or adjust the eye gaze strength settings).
But have a go, then come back again. The above is a first pass, then can dig a bit deeper.
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Hi, thanks for such a detailed reply! I was able to take most of your suggestions and apply them, but unfortunately, it didn't solve the problem. I've attached a few photos of my work.
It appears the pupil doesn't distort the face mesh, but it does distort the entire eye mesh. Any ideas on how I can fix that?
Thanks again for your help!
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@alank99101739 Here's a better image of the problem.
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That is looking better! (the hierarchy)
So, it is looking more normal to me, but I think the clipping is not quite right, and the handles on the Left Eye and Right Eye layers concerns me. If there is a tagged handle, you might want to remove the handles.
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After you remove the handle, can you confirm that the correct handle is on the Pupil itself?
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Just to clarify @TheOriginalGC wording, I think the second "handle" he meant "tag".
You don't want that handle on the Left Eye layer. Its like sticking a pick in the artwork drawn onto a thin sheet of rubber then stretching the point around. That would completely explain the behavior you are seeing. It would stretch really weird.
But when you remove the handle you said it did not work. There is a "Left Pupil" layer you have (which is marked as independent - which is why moving that layer will not cause stretching of the rest of the artwork - it effectively starts a new sheet of rubber that will slide over the top of the other sheet). If its not moving, click on the Left Pupil layer and check that the "tag" for "Left Pupil" has been set on that layer. It might have got turned off somewhere along the line by accident. CH looks for layers using tags (not the layer name - CH is friendly and automatically adds tags based on layer names for you, but you can override it.) Tags are shown in the properties panel on the right.
So, as The Original GC said, also make sure your Left Pupil layer has the "Left Pupil" tag turned on in the properties panel. Hopefully that will fix it.
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Okay, next step (sigh). We check the layers it has (and has not) bound to. If it found the wrong layers (e.g. another layer with the tag) it would explain it. (But frankly what you have looks good on the surface.)
Here is Rin (Adobe demo puppet). On the right I expanded the Eye Gaze behavior Views and Handles. Could you expand them and we can look for anything strange (like something bound to the wrong layer for some reason).
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Oh, what is the Pupil Range by the way? If the range is not bigger than the pupil, the eyes won't be able to move. I notice you have a pupil range layer - just make sure they are bigger than the pupils.
https://extra-ordinary.tv/2018/04/21/debugging-character-animator-eyess/ has more instructions by the way - this is what I go through.
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The pupil range is definitely bigger than the pupils. I just checked.
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Hmmm - I wonder why there are 2 views. Is there a frontal or something tag on the root layer of your character? Try removing that. If that does not work, can you "export puppet" and share a link to the puppet via Google Drive or similar? (DM if you want to keep it private). Running out of ideas...
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Thanks for sharing the puppet. A couple of changes and it should work.
Worked fine after that.
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Thank you so much! This fixed it! 🙂