flyerx opened this issue on Dec 14, 2015 ยท 9 posts
pikesPit posted Tue, 15 December 2015 at 12:08 PM
Well, here's my suggestion:
Instead of slaving the eyes to every single head morph that's out there, why not morph/sculpt the face first, disregarding the eyes completely?
Only when you're finished, move the eyes into position!
Observation I made is, the more facial morphs you use, the bigger the chance is that the eyes go totally out of whack - see the numerous "eyes fix" injection poses in a lot of commercial characters.
Here's what I did:
In the "head" actor, I created 4 new "Master Parameters", called "Eyes Scale", "Eyes xTran", "Eyes yTran", and "Eyes zTran".
Then start "teaching" the dials to make both eyes scale or move with the master dial. (it would be a good idea to use inverse values for the eyes's "xTran" master, so you can easily move the eyes together/apart: left eye=negative, right eye=positive / or vice versa)
When you've finished, set the master dials's "Sensitivity" to a value which allows you to position or scale the eyes with the precision of tenth of a millimetre (e.g., when your units are "metres", set "Sensitivity" value at "0.001" for scale and "0.00001" for translations - or whatever suits your needs).
With this, you have "total eyes control" with the flick of just four buttons.
One more thing (TM):
Remember that when using the morph brush in the face, it will also "morph" the eyeballs, which might give you "unexpected" surprises. So, when using the morph brush, either set it to only work on the "head" actor (set "groups"), or else make sure to delete the morphs from the eyeballs afterwards! ALWAYS make sure that your head morphs don't affect the geometry of the eyeballs actors!
And finally, don't forget to save your figure (with the new dials) back to your library for future use: e.g. "V2 Eyes Fix" or something.
HTH
Peter