Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 26 8:04 pm)
I'm not sure what you mean by the channels, though. Point me in the right direction and I'll tell you whatever you need to know.
(edit) sorry, first pic missed off a bit at the top
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)
@ IsaoShi,
Thanks very much for the screenshots, that was kind of you.
Im afraid I'm still a bit confused though (not unusual for me). Is "Eye Hight" the yTran (elevation) and "Eye Width" the xTran (separation on the x axis), and "Eye Depth" the zTran (movement along the z axis)? Or is "Eye Hight" the yScale (vertical size), and "Eye Width" xScale (the horizontal size), and "Eye Depth" the zScale (the dimension along the z axis? Or to be less long winded, do these names refer to size, or to position?
You're welcome, LB.
Those three dials are all position, not size. Your first three descriptions are correct, except that they are Morphs rather than just Transforms... meaning that they also affect the surrounding facial geometry.
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)
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!
When making a facemorph with zbrush for example for V4, I once morphed the eyes in a way that the eyeballs couldn't keep up.
So you basically you can see beside the eyes in the head, not good offcourse.
What would be the correct way to make the eyes translate automaticly when injecting the custom facemorph?
Quote - When making a facemorph with zbrush for example for V4, I once morphed the eyes in a way that the eyeballs couldn't keep up.
So you basically you can see beside the eyes in the head, not good offcourse.What would be the correct way to make the eyes translate automaticly when injecting the custom facemorph?
That's why some morph packs include eye fix poses, which do the translate adjustments
I did some tests regarding saving eyeposes, but unfortunately it didn't go well.
I can't find any translate dials for the eye seperately and when selecting the head itself and changing the eyeheight and saving a pose didn't work either.
Can anyone tell me how I can save eye poses?
Thank you :)
The trans dials for the eyes are hidden. You can unhide them with a python script, such as Dimension3D's Unhide Dials script in the freestuff or of course editing the CR2 file and changing the hidden value of the dials from 1 to 0.
Les you are the "eye guy"
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
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is it a rotation problem or something?
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
http://www.renderosity.com/homepage.php?page=3&userid=580115
Thank you all very helpful information!
I revealed the parameters with the script ( don't know why they were hidden in the first place but it worked).
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I don't have the V4.2++ morphs and I need to know if they include any dials for moving both eyes at the same time, e.g:
Side-Side
Up-Down
xTran
yTran
zTran
Scale
Does the ++ pack have any of these, and if so, which ones? If so, where are the dials placed, in the head, the Body, or both? It would also help if you could tell me the exact names that appear on the dials, including any spaces, hyphens, or underscores. And which channels they use? But perhaps that last is asking too much.
The reason I am asking is that I don't have the ++ pack, so I have made some pose files to enable both of V4's eyes to be moved at once. I plan to post them on sharecg as a freebie. If the ++ morph pack adds dials for Side-Side and Up-Down, but not for scaling, or translation, I will make a version without the Side-Side and Up-Down, but with the other channels, so that people with the ++ pack don't end up with duplicate dials.
Thanks in advance for any response.
-Les.