Chanc opened this issue on Apr 11, 2020 ยท 40 posts
KarinaKiev posted Sat, 11 April 2020 at 10:42 PM
If it's only about controlling both eyes simultaneously, I wouldn't use the "point at" option because it's "all-or-nothing": Once it's set there's no way to control the eyes other than by moving the control prop. Any attempt at posing the eyes (or a single one) with the dials is futile.
I've gone to great lengths to make eyes control a simple to handle matter in SASHA-16. You can either:
In both cases the other eye will follow because the rotations are cross-linked. This is the easiest way to achieve this; however it requires 16 lines of manual .cr2 editing.
The plus of this solution is that you can easily control both eyes with the flick of the mouse or a dial, while expressions which include eyes rotations will still work.
The negative is that it's again an "all-or-nothing" solution because it's hard-coded into the .cr2 file and can't be changed within Poser during runtime. It works fine as long as both eyes need to look into the same direction.
But as soon as you need the eyes "cross-eyed" or whatever, you need another ghost bone for each eye to control each eyeball's geometry individually.
If you have SASHA-16, you can see how it works normally. If you look at the dials in each eye's "EYE AXIS OVERRIDE" group: Now you can tweak the eye axis individually while still keeping both eyes in general synch.
Of course this means a bit of work the first time. But once you have created your first base figure with those features, you would save it as a preset to your library anyway, for future use, wouldn't you?!
If you are interested in how this works in detail, just ask!
K