• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Codelyy

Recruit
30 Badges
Oct 9, 2022
3
0
  • Warlock: Master of the Arcane
  • Crusader Kings III
  • Prison Architect
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Knights of Honor
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: El Dorado
  • A Game of Dwarves
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Dungeonland
  • Crusader Kings II
I'm currently trying to make a character model for Crusader Kings 3, but I'm struggling a lot with exporting the rig I'm using, as the rig contains groups, which the exporter seems to not like. Basically, my character has oval eyes, so I'm using a group to handle the transformation of the eyeball bones, while the bone stays at the origin (0, 0, 0). It means that when I rotate the eyeball bone, it'll rotate around itself, instead of rotating the entire eyeball. Image 1 is using groups, image 2 isn't

eyeball1.gif

eyeball2.gif


If I export with this however, I get an error saying that the eyeball bones are being ignored. Is there a way I can fix this, or will I need to go a different route for rigging the eyes?
 

Attachments

  • eyeball1.gif
    eyeball1.gif
    2,2 MB · Views: 0