Hi Hibah,
To me it looks like the the issue is that the eye mesh is following 100% with the head……but the eye socket area isn’t 100% following with the head.
The main parts of the body are probably partially following the head and the spine_02.
If this is your first time rigging – make sure you check out CORE Rigging. It will help you understand a lot of the problems you will need to solve (although it won’t tell you the exact solution for this situation…that’s what we are here for)
The easiest solution I think is to create a dedicated bone that you want these parts to follow (Eye.L/.R, Mouth, Cheek.L/.R)
And then use the armature constraint on those bones to blend between the relevant bones.
(make sure that you remove the actual parent on this bone if you are using the armature constraint because otherwise you will get double transforms)
If the weights match the same vertex weights of that area, then it will work as expected.
(There’s just 1 caveat – because the weights of the sockets are not identical in all areas, the sockets are likely to change shape when they deform…..your bone won’t do this.)
You will learn about the armature constraint in CORE, but you won’t use it in any projects until later courses.