Hi Berg

Looks like you simply have 2 conflicting influences on your eye_orient_target 
locator's rotation channels (the incoming values from your GUI translations, as 
well as the parentConstraint intended to have the locator follow the 
translations & rotations of the chestJnt)

The easy solve would be:

1) After you create your locator (line 39), you should group the locator
2) Then in line 20, parentConstrain the locator's group node rather than the 
locator.

This should allow you to have the GUI drive the rotations of the locator, while 
the chestJnt drives the rotation & translation of the locator's group.  

That should resolve the conflict and solve the popping.

Hope that helps

Cheers
C




On Thursday, April 25, 2013 1:24:10 PM UTC-4, Berg Jones wrote:
> Hi. I've setup an eyerig using orient constraints and the Jason Osipa 
> blendshape method after reading that he suggested orient constraints over a 
> floating aim constraint in his book. I've had success with it in a stationary 
> pose and I prefer this method to joint eyelids because of the control it 
> gives. 
> 
> However, when I parent the eye geo and the orient locator to the neck joint 
> and rotate the joints, the eye will pop back to the GUI diamond locators 
> position because that isnt connected to any rotation of the joints. If I do a 
> connectAttr then I lose the ability to change the diamond GUIs position.
> 
> I have included code that sets up a sample scene. If you select the diamond 
> loc and move it, the pop will happen. Additionally, moving the joints will 
> change the values on the diamond loc which triggers the upper and lower lid 
> rotations (because the eye is rotating due to being parent constrained to the 
> joint) - I want to have those stay static and only respond to translations on 
> the gui.
> 
> I hope this isnt too specific a question. Thank you for your time :)
> 
> http://pastebin.com/ByhM2Fgf

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