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---- ARMATURE PARENTING

The assignment of the eye-bone armature to the EYE_LEFT object typically occurs
after you have created the eye-bone armature and defined the necessary vertex
groups for weight painting. Here are the steps to assign the eye-bone armature to
the EYE_LEFT object:

1. **Create Eye-Bone Armature:**


- Make sure you have created the armature for the left eye, consisting of the
specific bone(s) you want to control the eye movement.

2. **Prepare Vertex Groups:**


- In Weight Paint mode, ensure that you have created and properly weight-painted
the necessary vertex groups on the EYE_LEFT object, such as "Eye_Left."

3. **Select EYE_LEFT Object:**


- Switch to Object Mode and select the EYE_LEFT object.

4. **Select Eye-Bone Armature:**


- Shift-select the armature associated with the left eye bones.

5. **Parenting:**
- Press `Ctrl + P` to open the Parenting menu.

6. **Choose Armature Deform:**


- From the Parenting menu, select "Armature Deform."

7. **Select With Automatic Weights:**


- Choose "With Automatic Weights" from the sub-menu.

---

7. **Weight Painting for Eyes:**


- Switch to Weight Paint mode for each eye bone.
- Create new vertex groups on each eye object (e.g., "Eye_Left" and
"Eye_Right").
- Paint the weights to associate the relevant vertices with the corresponding
vertex groups.

8. **Parent Eye Objects to Eye Armatures:**


- Select each eye object.
- Shift-select the corresponding eye armature.
- Press `Ctrl + P` and choose "Armature Deform" > "With Automatic Weights."

9. **Test Deformation:**
- Test the deformation by moving the armature bones. Verify that the eyes move
with the head and that the associated bones control the eye movement independently.

By following these refined steps, you can create specific bone armatures for the
eyes and integrate them seamlessly with the main body armature. This approach
allows for precise control over eye movements and facilitates the reuse of your
human model template in various animation projects. If you have further questions
or if there's a specific aspect you'd like to explore, feel free to command,
Härskare Karis.

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