Hi everybody,
For some reason I couldn't find a way to solve this problem, but I"m sure that I'm just doing something stupid. I have a feeling it may be related to the order of the inputs. So I have an eye and eyelid shapes that are grouped into an eyeGroup. I have a squash deformer on the group and that deformer is parented to the eyeGroup. I have a locator in front of the eye. The eye rotation is orient constrained to the locator. Here's the problem and I think that there's two problems though it could just be one problem. So imagine that I squash the eyeGroup using the squash deformer. I then want to rotate the eye. When I rotate the eye it rotates around the location of where the eye would have been and moves out of the eyelids. The other problem is that if i move the whole character using the root control it, the location of the eye's pivot and the eyelid pivot and the eyeGroup pivot doesn't move with the object, it stays fixed in world space. Here is the input order from top to bottom as listed...
non-linear squash (for the whole character squashing)
skin cluster(for the whole character)
non-linear squash (for the eyeGroup)
tweek
make nurbs sphere
Thanks so much for any advice...
-Clint
p.s. i can email the file to anybody who wants to see it as a ".ma"