santicor opened this issue on Jan 25, 2009 ยท 17 posts
lesbentley posted Sun, 25 January 2009 at 8:00 PM
As I said in my last post "Unhiding the translate dials is only part of the problem...". Unfortunately the problem is quite complex.
There are some pitfalls you should be aware of. The trackingScale of the translate dials is not really fine enough for precise adjustment of the eyes, and in most cases you will need to click on the dial and type in the value to get the necessary precision.
A bigger problem is that when you apply a stock pose file, most of these files will reset the translations of the eyes to the default value of zero, thus undoing your work in repositioning the eyes. Because of this some people recommend using morphs to move the eyes. I recommend that you DO NOT use morphs to move the eyes. The reason is that using morphs will move the eyes without moving their 'origin'(center of rotation), with the result that the eyes will look fine whilst they are pointing straight ahead, but are likely to look wrong when the eyes are moved side-side, or up-down. In the worst cases it can result in the eyes poking through the lids. If only a very small translation is needed, you may get away with using a morph, but for larger displacements morphs just won't cut it.
I call this "The Monster Eyes Problem", because this situation often occurs when you create a monster or alien head morph. I have written some stuff on this problem and its solution in my thread "A Compendium of PZ2 Techniques.". It is a long thread covering many topics, the link should hopefully land you on the right page, look for the post titled "The Monster Eyes Problem (part 1).", it is the third post on page three.