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I'm trying to experiment with an animation. When I move some controllers, the eyes start to stretch after a certain offset. Here is the blend fileenter image description here

I used automatic weighting, the metarig and the generated controllers. Some of the controllers don't work as planned, but I can managed to make some poses. I also deleted the WTGS rigs.

EDIT: the eyes are not eyeballs, they are a separate mesh, along with the hair, which is consisted of bezier curves.

https://gofile.io/?c=m5eyWj

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I'm not sure what you want to do exactly, but I just deleted all the vertex groups for the eye mesh except DEF-spine.006 and assign 1.000 weight to all verts of the eyes mesh then moved the armature modifier above the data transfer modifier, and they move with the head bone (DEF-spine.006 is the head deform bone, I think). GL OP

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  • $\begingroup$ I'll try this, thanks! Also, how come some controllers don't work properly? The skinning, although automatic, is done accurately. There are so many details when it comes to animation. $\endgroup$ – TheLight OI Jun 28 at 19:36
  • $\begingroup$ the few I checked seem to work; if you mean some of the legs and arms aren't moving, then you need to set the IK/FK switch to the correct setting; if you don't know the difference between IK and FK, I suggest watching a few tutorials, it's really amazing how complex it all is. GL $\endgroup$ – Policestate Jun 28 at 19:59

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