richardson opened this issue on Feb 01, 2009 · 13 posts
lesbentley posted Mon, 02 February 2009 at 4:04 PM
I'm not sure that I can add much to the information in the link from my last post. Give it a try and if you have any problems, or if there is something that you don't understand report back here and I will try to help. Here is an example of a pose file to slave the translations of the eyes to a morph in the head named "HeadMorph". The values in the 'deltaAddDelta' lines are the values read from the translate dials after the eyes have been translated to fit the morphed eye sockets.
{
//EyeSlaveExample.pz2
version
{
number 3
}
actor rightEye
{
channels
{
translateX xtran
{
valueOpDeltaAdd
Figure
head
HeadMorph
deltaAddDelta -0.002005
}
translateY ytran
{
valueOpDeltaAdd
Figure
head
HeadMorph
deltaAddDelta -0.0002
}
translateZ ztran
{
valueOpDeltaAdd
Figure
head
HeadMorph
deltaAddDelta 0.004
}
}
}
actor leftEye
{
channels
{
translateX xtran
{
valueOpDeltaAdd
Figure
head
HeadMorph
deltaAddDelta 0.002005
}
translateY ytran
{
valueOpDeltaAdd
Figure
head
HeadMorph
deltaAddDelta -0.0002
}
translateZ ztran
{
valueOpDeltaAdd
Figure
head
HeadMorph
deltaAddDelta 0.004
}
}
}
}
I don't have V3 installed at the moment, but you seem to sugest that the default 'origin' (centre of rotation) for her eyes are not in the optimal location, this does not really surprise me. You can change the location of the 'origin' via a pose file. Below is an example of a file to change the origins, endPoints, and orientation. { //JessiEyeOrigin.pz2 //A file to change the eye origins. version { number 3 } actor rightEye { channels {
}
endPoint -0.014 0.655 0.049
origin -0.0110957 0.653383 0.0280001
orientation 0 -8.6 0
}
actor leftEye
{
channels
{
}
endPoint 0.014 0.655 0.049
origin 0.0110957 0.653383 0.0280001
orientation 0 8.6 0
}
}
Of course you don't need to use three separate pose files, one to load the morph deltas, one to slave the translations, and one to adjust the origins. These three functions can all be integrated into one one pz2.
P.S. In this example the eye actors are named "rightEye" and "leftEye", and this is the common naming convention for eyes, but V4 uses the names "lEye" and "rEye". So those following these examples for V4 for will need to edit the eye names appropriately.