# Buggy eyelids in my Maya rig.

 05 May 2013 Narratorway within a mile of home...   Neil Polenske Animator Tracy, USA Buggy eyelids in my Maya rig. The Problem: https://dl.dropbox.com/s/5fpj3pow3v...WndEyeBug01.mov There's an odd re-jiggerying of the eyelids when I move my eye controller left 'n right. Everything else checks out. The eyes follow properly and movement along the y 'n z axis appears to be just fine. The Situation: - The 'eye' setup consists of three joints per eye. 1 joint for the eyeball, 1 for the upper eyelid and one for the lower eyelid. - Each eyeball is aim constrained to the individual left/right eyeball control curves seen in the video I provided as the left and right circles inside the larger oval. - The y-axis rotation of the eyelids is controlled by the eyeball using the expression "eyelid.rotateY = eyeball.rotateY * .02". There are no other eyelid rotations controlled by the eyeball. The Question: Removing the expression solves the problem in terms of the glitch, but gets rid of the ability for the eyelids to follow the eye movement. What I'm asking is if anyone is familiar with this issue and knows of a way to fix the visual glitch without completely removing the expression. __________________ The Art of Neil share quote
 05 May 2013 shinyprem Expert   portfolio Prem Anand Earnest Dhass Team Lead Rigging Technicolor India Bangalore, India Hi, You could remove the exp and SDK the eyelid rotation to the eye Aim ctrl. Rgds, __________________ Prem Download Vehicle Rig Blog share quote
 05 May 2013 pazrot New Member portfolio Parzival Röthlein Rigger Psyop New York City, USA The expression seems fine to me, most people prefer to use utility nodes thou (multDoubleLinear for that case. Or multiplyDivide is more popular and allows for up to three parallel multiplications). Or you could use an orientconstraint (head+eyeball on eyelids) To fix your problem I recommend you to check out the rotation values on the eyeball joint at the moment of the eyelid flip. If the rotation value jumps then you should edit the aimconstraint. When used with an upobject it has very predictable results. Also check out the rotationOrder on the eyeball joint, maybe the axes align badly (gimbal lock) at that moment, even though it should not when it is so close to the bindpose. You can interactively see the euler rotation axes / gimbal lock when using gimbal mode in the rotate tool (while selecting the joint/transform) share quote
 05 May 2013 Narratorway within a mile of home...   Neil Polenske Animator Tracy, USA Originally Posted by pazrot: To fix your problem I recommend you to check out the rotation values on the eyeball joint at the moment of the eyelid flip. If the rotation value jumps then you should edit the aimconstraint. When used with an upobject it has very predictable results. I actually checked that last night and sure enough, the constraints were set up on the wrong aim axis. Yeeeeaaah...not one of my shinier moments... Thanks for the assists though. __________________ The Art of Neil share quote
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