Hello!
I am new to Blender and Avatar creation. My current project was making a character from a game into a VRChat avatar. I ported the model to blender and rigged it myself. The thing about this avatar is that the eyes and mouth are technically 2D and have their own separate meshes. I have them parented to separate bones that are then parented to the head. I have weight mapped all pieces of the different eyes and mouth as well. When putting the model into the Unity scene, the meshes for the eyes and mouth are moved forwards a little bit than their resting position in Blender.
When I enter the config, the eyes and mouth that I have showing on default are moved slightly lower than they are supposed to be, and they don’t properly move with the head. I have been stuck on this issue trying to fix it for nearly 2 hours. I’ve tried applying transforms and joining meshes, but nothing will fix the issue.
Any kind of help would be much appreciated!
EDIT: All the meshes for the eyes and mouth are following the movement of the spine but not the head. Yes I have checked the meshes parent bones and it is NOT the spine. They are parented to their own individual bones that are parented to the head. I tried to change vertex grouping when weight mapping and that did nothing. I have also tried to change the vertex group in the modifier and now I cannot see the eyes nor the mouth of my avatar even when reverting the changes. I’ve also noticed that the picture of the armature in Unity has the meshes for an accessory on the model AND all the meshes for the eyes and mouth. I don’t know if it is supposed to be that way or if there may be an issue there.
I have images to better show what I am talking about -
Here is what the model looks like in Blender -
How avatar looks in Unity’s Avatar config -
How the face moves with the body when tilting the head -