This video should explain everything hopefully, and it also shows a lot of whats going on with my problem.

  • $\begingroup$ so you don't want the eyelid to move up? in that case make sure that only the bone that is supposed to move it influence it, and not the other bones... $\endgroup$ – moonboots Oct 16 at 9:47
  • $\begingroup$ i would really suggest you to explain what is that is in the video so that people are not going to other platforms , and many of then might skip this because of you not giving full detail , so elaborate what you want as a text , small videos are Okay but this is too big $\endgroup$ – SHikha Mittal Oct 16 at 10:51
  • $\begingroup$ @moonboots but then it wouldn't move in unison with the mesh around it. Also, having no other weights assigned to it from other bones would make it move without stretching, so blinking would no longer work. $\endgroup$ – Euclid Oct 16 at 11:41
  • $\begingroup$ if it's parented to a bone which is parented to the head bone, it will move along. For the stretching you can create a second bone to control the eyelid or a lattice? $\endgroup$ – moonboots Oct 16 at 11:44
  • $\begingroup$ @SHikhaMittal The video explains almost everything within the first 2-3 minutes, the rest was me going through the bone details again. I'll summarize my problem: I have a mushroom character with an Eye below the Mushrooms cap, this is the Eye I'm trying to rig up for eye tracking, but the Mushrooms cap is his head. So when he leans backward the Eye below the cap tries to follow him, along with the Eye lid, and during a Blinking Animation it appears that the bottom of the Eye lid will be jetted out too far from the eye ball, meaning there is a gap between the eye lid and eye ball. $\endgroup$ – Euclid Oct 16 at 11:45

"why not just use the bone to make a shape key for blinking then remove the bone after transfering it weight to the head"

this ended up working for me!

I made a shape key with the uppereyebrow bone (Highhigheyebrow) using the CAT5 (CATS?) plugin, then I renamed the Vertex Group for Highhigheyebrow to Head2, which applies it to the Head2 Bone, and this works!

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