DCArt opened this issue on Apr 14, 2004 ยท 8 posts
lesbentley posted Sat, 24 April 2004 at 6:56 PM
Deecey, you say "the eyes seem to rotate around the original center point". Yes they will rotate around the original center point, a morph target only moves vertices, it can have no effect on the center point or any joint paramiters.
I am afraid that OddDitty is mistaken in post #2 when he/she says "I'm fairly certain the morphs have altered the Joint params..." This just does not happen. The statement in post #4 "as there is JP information saved in with the deltas." Is also mistaken, there is no JP information in the deltas, deltas only relate to vertices, not JPs.
The best way round this problem is usually not to morph the eyes at all, instead translate and/or scale them. When you translate the eyes their origens move with them.
If for some reason you really do have to change the rotational centers for the eyes there are a number of ways to impliment the change.
The rotational center for an actor (body part) is called its "origen". There will be a line in the cr2 for each actor that specifies its origen, the "origen" line will probably be near the very bottom of each actor block in the cr2. It will look somthing like this:
endPoint -0.013 0.662 0.037<br></br> origin -0.013 0.662 0.03<br></br> orientation 0 0 0
You can change the position of the origen by using the joint editor to change the "center". You can edit the origen lines in the cr2 using a text editor. Or you can use a pose file to inject a new origen, this latter way is obviously prefferable if you are applying the morph as delta injection, as the one pose file can do both jobs.