1
$\begingroup$

I use Rigify to rig one of my head, but when I close the eyes, there are some faces who don't follow so it makes a hole. I think the problem comes from the weight painting, however, I don't really understand how it works. Here is a screenshot to show you the problem : eyes problem

And here is the link to the .blend if anyone wants to try something: https://mega.nz/file/kGBEnQgZ#2CSlEXGt2Vr67HapsBl3P8dWFIYWwS2ATdN7u6uTGaM

Thank in advance! Have a good day!

$\endgroup$
2
  • $\begingroup$ There is a gap because the vertices are affected by the top lid bone and the lower eyebrow bone. You need to fix the weights manually. In Edit mode you can check the weights with the Vertex Groups Weights (VGW) overlay. Enable it and select a vertex. Then you can see the weights and in the side panel, you can see the numbers of the weights. Clicking on a VG name switches to the group and you can see the weights. Here is a similar question & example: blender.stackexchange.com/q/211089/107598 and here is the VGW overlay: blender.stackexchange.com/q/156882/107598 $\endgroup$
    – Blunder
    Apr 6 at 12:00
  • $\begingroup$ By the way, there is something wrong with the generated rig. The top left controller bone is called just Bone for some reason and has the wrong shape. If you want to start over with a fresh meta rig to fix this issue you can use this script to copy the bone layout from your edited meta rig: blender.stackexchange.com/a/194425/107598. Consider adding a head and a neck bone so you can move the head. It also helps with the calculation of the auto weights and the top of the head doesn't move when you make a blink animation. $\endgroup$
    – Blunder
    Apr 6 at 12:07

0

You must log in to answer this question.

Browse other questions tagged .