Forum Archive › Bone-parented eyeballs drift out of their sockets when rotating the head bone [Blender 5.0.1] › Reply To: Bone-parented eyeballs drift out of their sockets when rotating the head bone [Blender 5.0.1]
It’s hard to tell without looking at the file.
First, let’s reset everything.
Eye objects: Delete any armature modifiers under the modifier tab of the properties editor. Remove all constraints. Clear the parent(alt+P->Remove parenting). Delete all vertex groups. This can be done in the object tab of the properties editor under Vertex Groups. Click the dropdown under the (-) Minus icon and click delete all groups.
Armature: Ctrl+Tab in to pose mode and clear all transforms(Alt+g, Alt+r, Alt+s). Press Alt+a to make sure no bones are selected. Ctrl+Tab back into object mode.
Second, let’s make sure the prep work is done. On the Eye objects, apply scale and rotation(Ctrl+A->Scale and rotation). On the armature, Apply scale, rotation, and location(Ctrl+a->Location, Rotation, and Scale).
Third, which method of rigging are you using: Direct parenting or Weighted Parenting?
For Direct parenting, Select the armature, ctrl+tab, select head bone, ctrl+tab, select the eye object, Shift+select the armature, and press Ctrl+P->Bone.
For Weighted Parenting: In the object tab of the properties editor under Vertex Groups panel, add a vertex group by clicking the (+)Plus icon. Double click the Group name to rename it to head. It needs to be all lower case just like your bone’s name. In 3D Viewport editor, tab into edit mode make sure that the head group is selected and the weight setting under the vertex groups list box is set to 1. Then press A to select all vertices of the eye object. then either press Ctrl+G->Assign to Active Group or click the assign button under the Vertex groups list box. Tab back to object mode. Select eye object, shift+select armature, and press ctrl+P->Armature Deform. It’s above the Empty Groups option and often times people think it’s just a label, but it is also an option. The list under it are just different additions to the Armature Deform parenting. We’ve already created the group, and assigned the weight, and we aren’t using envelopes so we don’t need any additions.