SSAfam1 opened this issue on Dec 15, 2008 · 13 posts
SSAfam1 posted Mon, 15 December 2008 at 9:31 AM
geep posted Mon, 15 December 2008 at 9:51 AM
Select the eye and ............. rotate it, no?
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Gareee posted Mon, 15 December 2008 at 10:00 AM
I think the whole point of the estar work involved in this new movement type, is that it''s more realistic.
Way too many people take way too many things way too seriously.
geep posted Mon, 15 December 2008 at 10:05 AM
More realistic ??????????
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Anthanasius posted Mon, 15 December 2008 at 10:08 AM
IMHO the most simple is creating an invisible sphere who are pointing the eyes, you an move where you want the sphere the eyes follow !
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SSAfam1 posted Mon, 15 December 2008 at 10:35 AM
Quote - I think the whole point of the estar work involved in this new movement type, is that it''s more realistic.
Don't really know their thinking behind it but it distorts the eyes a great deal with certain settings. Somtimes my eyes get bigger, and bulges. Looks horrible. I'd rather the old way where the eyeballs themselves moved...
Gareee posted Mon, 15 December 2008 at 10:40 AM
If I recall, I was looking at some professional animation one time, picking it apart, and saw something similar, and was thinking it's be cool to be able to do that in poser as well.
If it distorts the eys, odds are you are posing them more then a real human's eyes could be posed.
I just recall seeing some wip extras on a dvd.. wish now I could remember what I was watching.
Way too many people take way too many things way too seriously.
SSAfam1 posted Mon, 15 December 2008 at 10:41 AM
Quote - IMHO the most simple is creating an invisible sphere who are pointing the eyes, you an move where you want the sphere the eyes follow !
This works better than manually pointing both you think?
SSAfam1 posted Mon, 15 December 2008 at 10:47 AM
I think the settings are a lil on the aggressive sides. Sometimes into the -12. I try and pose my eyes looking directly into the camera that I'm facing. Doing the point at command doesnt work at all for me so I do this manually. I don't know if you can see this small picture but it shows the look I always try to achieve. Her eyes were distorted. This is not as bad as others. With the one eye, I had adjust the eye wince setting to make it smaller.
geep posted Mon, 15 December 2008 at 10:56 AM
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
hborre posted Mon, 15 December 2008 at 12:09 PM
Maybe your camera setting is too close. Perhaps try moving the camera back and change your focal length on the lens to a telephoto setting. It might improve the eye pointing taward the camera.
Tashar59 posted Tue, 16 December 2008 at 5:20 PM
You can make a prop like this too and save it in your props folder. Parent 2 balls to a box. You don't need to have the ball prop so far out then and you can adjust the balls independently as needed but only need to move the box around for the posing.
Morkonan posted Tue, 16 December 2008 at 10:10 PM
Quote - > Quote - I think the whole point of the estar work involved in this new movement type, is that it''s more realistic.
Don't really know their thinking behind it but it distorts the eyes a great deal with certain settings. Somtimes my eyes get bigger, and bulges. Looks horrible. I'd rather the old way where the eyeballs themselves moved...
I think I know what you're talking about - There are morphs associated with V4's eye movements. Even if you rotate the eyes by hand, the eyelids adjust with the movement. So, moving them to look up will also move the eyelids to, supposedly, take on a more realistic appearance. Looking down/left/right does the same thing.
The problem comes, IMO, when dealing with morphed characters that have changes made to the eyes directly or have morphed the eyelids/sockets area. Sometimes, the movement morphs don't look so realistic anymore when using these morphed faces.
Check the size of the eyeball and/or its position and see if it changes dramatically in your morphed figure. If so, you may want to see if there are any joint parameters you can change there which will increase/decrease the quality of the eyeball movement morphs on the eyelids/sockets.
Also, if your 're using a morph, check to be sure the centers of the eyeballs are appropriate. If they are out-of-whack, you may need to reset them. IIRC, some creators like Thorne provide poses for fixing the joint parameters of specialty characters with unique eyes/face morphs and you may need to use those to reset them appropriately.
Then again, I could be completely and utterly wrong. :)
PS - Just checked on V4.1. No separate joint parameters accesible that I can see. However, you CAN adjust the "EyesUpDown" settings dial on the "Morphforms" section of the Head. You can also adjust the settings on the individual eyes. So, what you can try to do is use both to achieve a better look. For instance, pose the eyeballs separately by clicking on them and using the up/down left/right settings. Then, click on the head and under Morphforms, adjust the morphforms there. You'll get some individual eye movment you may have to correct but, you may be able to fine-tune a bit more for more realistic look.