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Head turn's eyes are not functioning.

Community Beginner ,
May 22, 2017 May 22, 2017

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I am working on my second puppet and may have bitten off more than I can chew. I am attempting to create head turns but for some reason only the top-most head's eyes work. The mouths work on all the views. Am I missing something? I've checked several times and they are all tagged and labeled correctly. Please help.

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Adobe Employee ,
May 23, 2017 May 23, 2017

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"I've checked several times and they are all tagged and labeled correctly."

This is almost certainly the issue. If you post the puppet here, I'm happy to take a look and post a re-rigged version.

The first thing I'd do is try and debug this with the Properties panel with a puppet selected(not a track).

Select your puppet in the project panel(or puppet panel if your behaviors are on groups deeper in the puppet), then look at the Properties panel. Twirl down the Face and Eye Gaze behavior and look in the "handles" section. I'm guessing you'll see that the behavior can't see the handles on the eyes that aren't working.

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Adobe Employee ,
May 23, 2017 May 23, 2017

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Could you share here or DM me your .puppet file (File > Export > Puppet) via a shared link on Google Drive, Dropbox, or Creative Cloud to take a closer look?

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Community Beginner ,
May 23, 2017 May 23, 2017

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Here is a link to the Freddy.puppet. I've only labeled the frontal view (body with several heads). The head turn's mouths are working but the eyes are not.

Adobe Creative Cloud

Let me know if the link isn't working.

Thanks much!

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Adobe Employee ,
May 24, 2017 May 24, 2017

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So the issue is that you have a ton of views tagged in there - not just with the head - and that's confusing CH. Under Freddy you have Frontal, Right Quarter, etc - and those are getting auto-tagged as views, and inside each of those views you the head with its own set of views (in the current setup there are 6 "frontal" tags).

So for example, this worked for me - try untagging the top level Frontal, Left Quarter and Right Quarter views you have inside the Freddy group - and the eyes should now work for that first Head that you have the head turner behavior attached to. If you're going to do this in different views you'll need a Head Turner behavior on each isolated Head group.

In general - try to avoid using those view names unless specifically for Head Turner or Walk, because any time there's more than one of them CH can run into trouble trying to figure out which of those tagged views it should prioritize. Or if you do use them, immediately add Head Turner or Walk so the proper behavior can take over and understand what's happening.

Hope that helps...

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Community Beginner ,
May 24, 2017 May 24, 2017

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Thank you. I see what you are talking about and will rename my layers.

Thanks!

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