Can you post the file here (link to Google Drive, Creative Cloud, Dropbox, etc) or a screenshot of your layer structure?
My best guess is that in that "Left" group above you have a second head that already includes eyes and pupils? If so you'll need to tag it as a different view, because CH only identifies one head by default - anything below it won't be properly recognized. See the Wendigo example from the Start mode as an example of different head groups, each with their own tagged view.
I had my character's eyes and eyebrows moving with mine. I then added my mouth and mapped all the syllables and it continued to work. Once I tried to add my third quarter, the eyes and eyebrows stopped reacting. Can you help me understand what I did wrong?
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If you're adding multiple views, you'll want to add the Head Turner behavior so it recognizes each individual face. Right now you have a group and layer that are both tagged Right Quarter, but removing those makes the face work again.
Check out Wendigo from the Start panel - he has head turns and is a great example to follow.
Sorry to resurrect an old thread, but I had this same issue and after finding this, it solved my initial problem. So, thanks for that.
However, it caused me to question how to handle multiple body positions (L/R profile, L/R Quarter, etc) when I also have multiple head turns (L/R profile, L/R Quarter, etc). If each body position has every head turn, then which layers or groups should I tag as Right Profile, Right Quarter, etc?
What I have normally seen is putting body profiles up at the top, then put head profiles under that. Put the head turner behavior on each body profile so it correctly picks up the Head turns and not the body profiles.
v2 is out today and sounds like some improvements in this area so maybe it is easier now...
Oh, and sorry, you tag every body profile and every head profile Under every body profile. You needed to put the head Turner behavior under the body profiles so it did not think the body profiles were head profiles.
i was wondering in v2 whether it looks for profiles in combination with head tags now. the docs seemed to say you can now have one head turner controlling all the heads at once... but was not sure how it would know to skip the body profiles...
If you're talking about putting the body group above the head group at the same profile root leve, I'm not sure that would work for me, since most of the heads of the characters I'm rigging all overlap the body (beards, etc). But, I
Or, are you saying to put the Head group INSIDE the body group?
- character name (root level)
- walk profile name (left profile, frontal, right profile - 3 walk profiles)
- head (with head turner behavior) and body
- under head goes frontal, left quarter, left profile right quarter, right profile (5 profiles for Head turns)
So if you do all walk profiles and all Head turns that is 15 heads to rig. Oh, but the latest release allows quarter profile walks was well - so is 25 Heads now to rig!!! (5 heads under 5 walk profiles) - if you do all the combinations.
i beleive yiu should be able to put walk turns only above the body layer. That is, root/Head/5-Head-turns and root/Body/5-walk-profiles But then the head won’t change which way it is facing when you walk.