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  • How do I fix my character's left eye to the left eye socket?

Hello, I'm editing a character's face in Spine. I created a 3D depth effect for the face, but I can't get the character's left eye to line up perfectly with the left eye socket. There's a constraint between the green bone and the red root bone. I tried adding a separate constraint between the green bone and the left red bone (left eye) to fix the problem, but the eye still doesn't line up perfectly with the eye socket.

I rejoined the root bone of the left eye using "Weights" and adjusted the vertex color values, but that didn't work. This time, when I reorient the face, the eye socket is significantly distorted. Am I missing a step? How can I perfectly fix the left eye in the left eye socket?

I used the method in the video below, but in that video, the face is facing forward, so the problem isn't obvious. My character's face is turned more to the left, which, due to perspective, makes the eyes appear closer together.
Video:
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Thank you!

GVis님이 제목을 How do I fix my character's left eye to the left eye socket?(으)로 변경했습니다. .

To align the left eye bone perfectly with the eye socket in Spine, you can follow a few steps to ensure proper positioning and constraint setup. First, ensure that the parent bones of the eyes are consistently oriented. You can use the Compensation feature to adjust only the parent bone without affecting the children. This will help maintain consistency across different characters and prevent misalignment due to varying orientations.

If the issue persists, consider using the Bone.WorldToLocal method to transform a world-space direction vector to a local vector, which can then be added to the bone's local position. This can help in achieving precise alignment by accounting for the character's perspective and orientation.

Additionally, you might want to explore using the SkeletonUtilityEyeConstraint example component, which can help in maintaining the eye's position relative to the socket, especially when dealing with perspective changes.

  • GVis님이 이에 답장했습니다.

    I think the latest video isn't showing up. I'm sharing the link again.

    "I used the method in the video below, but in that video, the face is facing forward, so the problem isn't obvious. My character's face is turned more to the left, which, due to perspective, makes the eyes appear closer together."

    To get the eyes to follow the face mesh, you might want to weld it:
    https://esotericsoftware.com/spine-weights#Weld

    If, despite the same weights, it does not work, ensure you bound the eye mesh in the same bone position as the face. This normally means you didn't move the bones in setup mode, and you can bind the bones in setup mode or press update bindings.
    https://esotericsoftware.com/spine-weights#Update-bindings
    A deeper explanation of how this works and why can be found here, if it is your case: https://esotericsoftware.com/blog/Mesh-weight-workflows#Be-mindful-of-when-you-bind-meshes-to-bones

    • Misaki 님이 이 게시물을 좋아합니다..