Forum: Poser - OFFICIAL


Subject: V4 ++ Eyes Question.

lesbentley opened this issue on Apr 21, 2009 · 15 posts


lesbentley posted Tue, 21 April 2009 at 7:05 PM

Now that I have the information that I needed, and have sat down and thought about it for a while, this is the way I am thinking.

I'll post a full version of the file with the Both_Eyes_Up-Down, and Both_Eyes_Side-Side. For those people who don't have the ++ morphs - or am I the only person in the world who doesn't? And I'll include another version without the Up-Down Side-Side for those who have the ++ pack.

As I have learnt from IsaoShi, the dials to translate the eyes also morph the eye sockets/lids to match the translations. This is probably very useful when building a face shape from the ++ morphs. However there is another group of people (probably quite small) who  have made there own custom head morph in a modelling application, or with magnets, who need to translate and/or scale the eyes to bring them back into position on the morphed head. This group don't want the eyelids to move, when for example, they bring the eyes forwards. They are trying to bring the eyes to meet the lids, and won't want the lids running away.

I can hear a chorus in the background saying "Why bother to use translations on the eyes at all? Why not just morph the eyes to match the head morph" Well that can work as long as the amount of correction is very small, but the problem with moving the eyes via a morph, is that the joint centers don't move with the mesh. If the eyes have been moved more than a very small distance, they may look fine when looking straight ahead, but when they are rotated they no longer fit the eyelids properly, and this is because they are rotating off center.

Well that's my rant about moving eyes via morphs, as opposed to via translations, done for 2009. I have to get this rant in at least once a year, or I don't feel that I have upset enough morph merchants!  😉