Hi Dustin
I am trying to create an Aux bone for the eye proxy,
I am unable to use mirror option on aux creation as it creates two aux bones on the same eye, i.e, creating TestEyelid Aux on Head_l_Eye there mirrorable proxies are on the same Head_l_Eye instead of Head_l_Eye - > RRM_l_TestEyelid_Aux AND Head_r_Eye -> RRM_r_TestEyelid_Aux
To work around this I have created a new LookAt for eyes and creating Aux on this eye does work for my expectation but unfortunately the controls that are generated are unusually offset (RRM_l_T_Upper_Aux)
Sorry if this has already been addressed in the forum, I could not find out. Thank you for helping me!
Thank you Dustin for the detailed repro to fix this, appreciate it!
The reason this occurs is because if the module of the selected node is not mirrored, a mirrored auxiliary will attach both auxiliaries to the same selected node. If you created a mirrored head, then it would create a 1:1 mirrored auxiliary for each head.
The best way around this for your needs is to attach your auxiliary to either the head's attach proxy (eg. the top of the neck), or the head top proxy (or any other non-left/right side of face proxy like the nose or jaw). Then, in the edit modules, you can assign the left and right eyes as Follow nodes:
When you build the rig, you can set the Follow attribute on the auxiliary control to follow the corresponding eye.
Also, if you are using a single hierarchy skeleton, you can reparent the single hierarchy auxiliary joints to the eye joints manually, and when you rebuild the rig, that parenting will be maintained.
I realize this may feel like a hacky workaround, but it is the best way to do this in the current system. The complexity of the face rig makes everything a lot trickier when accounting for the possibility of a non-mirrored and a mirrored head. The current face implementation stays is most consistent with how all other modules behave in both mirrored and non-mirrored states.