odf opened this issue on Aug 20, 2009 ยท 49 posts
lesbentley posted Tue, 25 August 2009 at 11:13 PM
@ Laurie,> Quote - So, lets say for the sake of argument (and because I've actually created them...lol). I have morphs that make the eyes move apart/closer and up/down and in/out. I can bring the eyeballs with them??? As it stands now tho, I can only move the eyeballs with a morph target which distorts them sometimes if I don't make the falloff big enough. If I could actually move the eyeballs and not distort them that'd be perfect.
Yes you can do that.
Make your face morph.
Translate the eyes until they fit the eye sockets. Increments of the Tran dials may be too coarse to get exact placement, you may need to click on a dial then type in the number. Now select the left eye, do Copy (Ctrl+C), open Notepad, do Paste (Ctrl+V). This gives you a record of the parameter values for that eye. Now do the same for the right eye.
Make the pz2 file to inject the face morph, by what ever method you normally use. Open the pz2 in a text editor, and add this code:
actor lEye
{
channels
{
translateX xtran
{
valueOpDeltaAdd
Figure
head
<span style="color:rgb(0,204,255);">MorphName</span>
deltaAddDelta <span style="color:rgb(255,0,0);">0.0010</span>
}
translateY ytran
{
valueOpDeltaAdd
Figure
head
<span style="color:rgb(0,204,255);">MorphName</span>
deltaAddDelta <span style="color:rgb(255,0,0);">0.0034</span>
}
translateZ ztran
{
valueOpDeltaAdd
Figure
head
<span style="color:rgb(0,204,255);">MorphName</span>
deltaAddDelta <span style="color:rgb(255,0,0);">0.0033</span>
}
}
}
actor rEye
{
channels
{
translateX xtran
{
valueOpDeltaAdd
Figure
head
<span style="color:rgb(0,204,255);">MorphName</span>
deltaAddDelta <span style="color:rgb(255,0,0);">-0.0010</span>
}
translateY ytran
{
valueOpDeltaAdd
Figure
head
<span style="color:rgb(0,204,255);">MorphName</span>
deltaAddDelta <span style="color:rgb(255,0,0);">0.0034</span>
}
translateZ ztran
{
valueOpDeltaAdd
Figure
head
<span style="color:rgb(0,204,255);">MorphName</span>
deltaAddDelta <span style="color:rgb(255,0,0);">0.0033</span>
}
}
}
Replace the numbers in red above with the values you saved in notepad for the respective channels. Replace "MorphName" with the dial name of your morph. Save the file and test it in Poser. Now step #2 above assumes that you can translate the eyes. I just checked, and the translate channels in Antonia's eyes are both hidden and locked (tut, tut). So you will have to give me a few minutes to write a pose to undo that.
To be continued...