Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
You might also try baking down and spawning a morph from just that dial, renaming the resulting morph, applying a match centers command to the involved actors (head, all the tongue parts, upper and lower jaw; you'll pick them from a hierarchy when you apply the command).
An even more primitive way to do it, which will simply move just the external facial/head mouth morph rather than the internal mouth parts would be to export just the head (after applying the dial at 1) as wavefront obj (all options unchecked and make sure V4 is at 0 EXCEPT for that morph, no rotations or translations applied) and reapplying the result as a renamed morph target to the head. This will just adjust the external mouth height, not the inner mouth parts.
Here's a custom morph that's basically identical to V4's Mouth Height Dial. I used Blender's proportional editing and face maps functions to smooth translate the surrounding mouth areas and inner jaw and tongue actors I then applied as FBM and used the Match Centers command to have the actor's origins follow the morph translations. I set up the dial so that a value of 1 will move the mouth and mouth part actors down, as you seemed to want...
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I'm running into a problem with morph dials. The "smile simple" morph on V4 pushes her mouth up towards her nose. To fix this I set up a master dial with that morph and the mouth height morph so that when the smile activates the mouth moves down to compensate. This doesn't work for characters which use the mouth height dial already synced to some other dial. What can I do? Turns out to be a lot of character morphs that do this like this one pictured.
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