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I'm very new to blender and I've run into a problem that I don't know how to solve.

Here is the face of the character:

enter image description here

I recently added eyes to it and now I need them to follow the character when I animate it.

I added two new bones and placed them in the eyes. Then I selected the eyes > selected the bones > Ctrl+P > With Automatic Weights. Here is the result:

enter image description here As you can see, the eyes move inwards slightly. How do I make them stay at the same place? Thanks.

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  • First, select your armature, switch to Pose mode and come back to its Rest position.
  • Apply the Mirror modifier of your eye object.
  • Separate each eye with P two make 2 separate objects.
  • Select each eye and parent it with ctrl P to each eye bone.
  • It works.
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  • $\begingroup$ Is there a way to parent the eye to just the eye bone, or should I just parent it to the whole armature? $\endgroup$ – Jesper Nov 16 '18 at 18:12
  • $\begingroup$ as I said, keep the armature in Pose mode, then select your eye, select the bone you want the eye to be parented to, and parent $\endgroup$ – moonboots Nov 16 '18 at 18:15
  • $\begingroup$ Got it. It works better than before, but the eyes still slightly change their position so it looks kind of stupid. Maybe it just can't be avoided. Also, I messed something up with my Head bone. Moving it no longer affects the mesh: Any idea why? $\endgroup$ – Jesper Nov 16 '18 at 18:28
  • $\begingroup$ Actually I think it's because it's not parented with the mesh, but when I parent it the face looks terrible... Likely because of the eye bones. So I'd like to know if there's a way to avoid that. $\endgroup$ – Jesper Nov 16 '18 at 18:31
  • $\begingroup$ yes you need to parent the head mesh with the head bone, either with Weight Paint or assigning the head mesh to the vertex group that has the same name as the head bone. These are the basics of rigging, you should follow some tutorials on this topic $\endgroup$ – moonboots Nov 16 '18 at 18:40

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