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Eye Rigger 3.0 Stange behaviour

I am getting strange results when using EyeRigger 3.0. On the left Eye the joint behaves as intended and rotates around the eyeball. On the right eye, when trying to blink the eye, the joint is not really rotating but is translating forward. Also, the upper and lower controls are inverted on the right eye. This happens regardless of whether using the mirror behaviour options is used or not. I’m using Maya 2026.3 and mGear 5.4.2 on Windows.

I haven’t tested 3.0 yet, but I did encounter this problem on older versions too.

  • Does your right eye geo or eye joint have any negative scaling values?
  • Does your geo have anything parented underneath it? Including constraint nodes. Things parented under the eye might be messing up the transform pivot.
  • Do any of the controls or rig pivots get built with really strange offsets that are not at the center of the eye? (That might be caused by the first two points.)

It might be something else though.

I removed the eyeballs from their group and removed the children. All scale values are positive. Seems to have worked now. Strange, as all my values were positive.

Thank you for the assistance

That was just one idea.

I would also check by turning the display to bounding boxes on the previous broken scene. If a child (including constraint nodes) has a transform that is at origin, or offset from the eye, it can make the center of the eyeball become offset. I guess that’s what the real cause was.

Glad you got it working though. If you can specify exactly what the cause was, maybe the code can be improved. Maybe it should ignore children.

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