QUOTE(gmask @ 05/31/08, 11:08 AM) [snapback]286520[/snapback]
Did you just bind the eyes to the skeleton with the rest of the head geometry?
If this is the case then they are moving away from the other surface because they are not equally bound to the same joints. Unless your character is supposed to be made out of rubber then entire head above the neck should more or less be controlled by one joint with the exception of the jaw of course and any deformations assocaited with facial animation.
The best way to deal with deforming multiple surfaces is to put them in a lattice deformer than then bind the lattice to the skeleton.. this will uniformly move multiple surfaces.
But you should not need to go that route.
the eyes are seperate geometries , I modeled them after rigging the character .. I simply parented them at first to the head joint , then I tried different constrains but the result wasnt near perfect ... in that picture I exaggerated the head movement to the side to show that the eye in such position is totally out of the socket ..I was hoping to find another way other than lattice deforming to get the eyes to move right when I tilt the head or when I turn the character
s head to look at something .. I`m already done with the deformation related to the facial animation .. but the eyes are really bugging me behaving this way ..