primorge opened this issue on Jan 14, 2024 ยท 4 posts
primorge posted Sun, 14 January 2024 at 6:51 PM
nerd posted at 5:25 PM Sun, 14 January 2024 - #4480377
Ahhhhhh. The rigging has long been done. I don't want to add any additional bones because it tends to cause a peculiar reordering of vertices or something that causes spikey artifacts in pre existing morphs... or maybe that was clumsy iteration saving on my part. In any case, a very unpleasant surprise that I had to deal with. I'm just too far into the morphing stages to have to go back again and stamp out bugs, reload morph targets, and re set up dependencies in FBMs for corrections.Yes, yes, yes and sure thing. The eye controls on LaFemme 2 control both eyes. The face controls include rotation, scale and translation. It's just a question of how many dependencies you're willing to wire up. The only "no" is that no, a prop can't have multiple parents.
If you look at LaFemme2's eye controller you'll see how it moves both eyes. It's attached to it's own ghost bone that drives the dependencies in both eyes.
Look at the controls for the Metacarpals for an example of how ghost bones can control real joints.
I figured there was a way with standard control props, which are less invasive than adding more ghost bones after the fact. Not a big deal really. I don't have LF2 but I did take a look at Chocolate's Haru and 3D Universe's Skye and they have a similar ghost bones driven simultaneous eye controller set up... Really something that should be planned from the get go I guess. Dials will suffice, maybe on the next figure.
Thanks again, Charles.