I have set up a basic rig and the movement works fine but the rotation is off. The model is setup with a character as 1 object mesh, with 3 separate pieces in it. The body makes up one, the white part of the eye the second, and the black part of the eye is the third. I used automatic weights which I know isn't the best but I am still learning the blender way after MAX.When rotating the head bone, the pupils separate from the eye and rotate differently. What I am looking for is something like an orientation constraint that keeps them together when rotating the bone, or if there is another way it would be greatly appreciated if someone could please tell me. I don't know if there is a way to upload the blend file but if there is I will be happy to if someone can let me know how.

  • $\begingroup$ One option could be to parent the pupils to the eye objects, and the eye objects, as a whole, to the bone. Selecting things correctly for this is a little weird, and I can't remember it off the top of my head, but parenting an object to a bone should be available with the 'parent' menu (Ctrl+p). $\endgroup$ – Tavi Kohn Aug 18 '19 at 10:56

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