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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 10:18 pm)
Correct, good Doctor, Z trans dials do not exist for the eyeballs ....can you please explain this:
you may need to go to the character's file to change it.
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It is possible to use magnets to translate. Just a thought, if there is no z-tran for the eyes built-in.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Here is how to make a parameter dial visible ... from Dr Geep's Notebook.
Locate the .cr2 (character) file and load it into your favorite Word Processor.
ALWAYS MAKE A BACKUP COPY BEFORE YOU CHANGE ANYTHING IN THIS FILE !!!
Locate the "actor" ... locate the "parameter" ... change "hidden" from "1" to "0" to make a dial visible.
Save the file.
Open Poser and load the character. The parameter dial should be visible.
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Epilog:
In addition to making the parameter dial "visible," you may, also, need to ...
UNlock the object (body part) ... if you can not change the parameter's value.
(See the above image for reference)
It is easy ... just select the object and then use the menu to ...
"Lock" (checked) ... or ... "UNlock" (unchecked) ... the actor (object).
Click to "Lock" and click it again to "Unlock" ... it toggles.
I include this info just in case (JIC).
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
hmmmm
Funny, I FINALLY found the hidden command for the leftEye ztran , changed the 0 to a 1....
dial is still missing from the parameter window for left eye.
also i COULD not find right eye ztran in the .cr2, I looked and searched like crazy -
Oh well, no matter ,
I downloaded ockham's unhideparms and placed it in the folder that has the other Python scripts but the thing does not show up in Poser when i go to the scripts drop down....
where is the sure file place to put this script in my directory?
Thanks
God I am pathetic, huh?
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
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MY BAD! I had to restart Poser.
The unhide utility of Ockham is there now.
I forgot that this was not like runtime library content , which appearts without having to restart Poser.
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
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I may have missed something with how you arrived at your head morph, but if you use the FaceRoom to re shape Sydney and then 'Spawn Morph Target' from within the FaceRoom you get a morph for each eye that should re-position them correctly (I think).
Edited to add - OK, looks like you used those dials and still had a problem.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
www.danielroseartnew.weebly.com
Unhiding the translate dials is only part of the problem, more on that in my next post. Whilst I expect Ockham's script will do a fine job of unhiding the channels, I have included a pose file as an alternative way to do the job. Of course it is also possible to unhide the dials by directly editing the cr2 in a text editor. Below is the text of a pz2 (pose) file that will show the translate dials for the eyes in almost all figures. Note that in most figures to date the internal names for the eyes are "leftEye" and "rightEye", but Victoria 4 names them "lEye" and "rEye". The pz2 below should work with either naming convention. It will also unhide the 'scale' dial. Because figure creators are free to name body parts as they see fit, there may be a few odd figures that the file will not work on, but it should work on 99% of figures. After applying the pz2, you may need to select some other body part, then reselect the eye in order to force a refresh of the parameters pallet and display the new dials.
{
//EyeTranShow.pz2
version
{
number 3
}
actor lEye
{
channels
{
scale scale
{
hidden 0
}
translateX xtran
{
hidden 0
}
translateY ytran
{
hidden 0
}
translateZ ztran
{
hidden 0
}
}
}
actor rEye
{
channels
{
scale scale
{
hidden 0
}
translateX xtran
{
hidden 0
}
translateY ytran
{
hidden 0
}
translateZ ztran
{
hidden 0
}
}
}
actor leftEye
{
channels
{
scale scale
{
hidden 0
}
translateX xtran
{
hidden 0
}
translateY ytran
{
hidden 0
}
translateZ ztran
{
hidden 0
}
}
}
actor rightEye
{
channels
{
scale scale
{
hidden 0
}
translateX xtran
{
hidden 0
}
translateY ytran
{
hidden 0
}
translateZ ztran
{
hidden 0
}
}
}
}
As I said in my last post "Unhiding the translate dials is only part of the problem...". Unfortunately the problem is quite complex.
There are some pitfalls you should be aware of. The trackingScale of the translate dials is not really fine enough for precise adjustment of the eyes, and in most cases you will need to click on the dial and type in the value to get the necessary precision.
A bigger problem is that when you apply a stock pose file, most of these files will reset the translations of the eyes to the default value of zero, thus undoing your work in repositioning the eyes. Because of this some people recommend using morphs to move the eyes. I recommend that you DO NOT use morphs to move the eyes. The reason is that using morphs will move the eyes without moving their 'origin'(center of rotation), with the result that the eyes will look fine whilst they are pointing straight ahead, but are likely to look wrong when the eyes are moved side-side, or up-down. In the worst cases it can result in the eyes poking through the lids. If only a very small translation is needed, you may get away with using a morph, but for larger displacements morphs just won't cut it.
I call this "The Monster Eyes Problem", because this situation often occurs when you create a monster or alien head morph. I have written some stuff on this problem and its solution in my thread "A Compendium of PZ2 Techniques.". It is a long thread covering many topics, the link should hopefully land you on the right page, look for the post titled "The Monster Eyes Problem (part 1).", it is the third post on page three.
I used Ockham's unhide params and I xlated X,Y,Z, like Les said, very slightly, by typing the numbers -We are talking moving the 3rd decimal place only 1 or 2 clicks!
And she seems to look OK - Although now her irisis are small relative to the size of her eyes.Maybe I'll just put a bigger iris image on the current texture map.
Not sure .....I kind of like the smaller appearing irisis, I think Sydney's are too big.
No problems yet having her move her eyes and look around- but then again, she's not a MONSTER! NOt yet anyways, I am starting on the horns now, I am trying to make round horn "sockets" on her temples. you know, she'll have a little bit of flesh and skin gathered up around the base of the horns... I have this crazy idea of doing the horn sockets as a morph to the head instead of a conforming prop...i am not so good making props and I thought I could ensure good mesh continuity if I just pulled the sockets out of the forehead. Alas, my morphing brush tends to make Poser crash on me and I cannot use it to smooth out the polygons of the head after I have have pulled a section of forhead out with a magnet
woe is me
BUT THANKS AGAIN for the info on the peepers!
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
http://www.renderosity.com/homepage.php?page=3&userid=580115
BTW Les, thank you for your 7:15 post -that was very nice of you.
BTW I cannot say enough about how convenient and great your MM32 utility is.
I sorta lied about using 100% face room morph,, i used magnets to a small degree on her upper lip, and nostrils and employed your Mirror Mags.
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
http://www.renderosity.com/homepage.php?page=3&userid=580115
Quote - ...I call this "The Monster Eyes Problem", because this situation often occurs when you create a monster or alien head morph. I have written some stuff on this problem and its solution in my thread "A Compendium of PZ2 Techniques.". It is a long thread covering many topics, the link should hopefully land you on the right page, look for the post titled "The Monster Eyes Problem (part 1).", it is the third post on page three.
Great points. One thing about Thorne/Sarsa/et al's newer characters is that because they deal with customized meshes and, in some cases, overly large eyes, they've been including an "eye fix pose" (The one's I've seen anyway) that resets the eyes appropriately in the mesh in case they've been thrown out of whack by someone's pose. It's things like that which show a true attention to detail and concern for producing a quality product, IMO.
It would be outstanding if someone like Ockham or Les came up with something that I think Poser needs for a face room fix.
When you morph the G2 faces, as an example, the eyeholes get moved, we know that -we have been discussing it and there are fixes. However, a BIGGER problem, IMO, is that the smoth curve of the eyholes gets all rumpled out of shape even with just moderate face morphing.
Look closely at my previous posted image, Sydney's lower lids have a nice smooth curve ( where they touch the eyeball), while the custom face lower eyelids are showing some signs of disruption to that smooth curve. I did some morph brushing ( surface push/suface smooth)
but you can only get it so perfect that way, not to mention, again, I have major problems with very small detailed work with the morphing tool, it crashes Poser on me.
So I was thinking that a great tool would be an eyehole curve smoother, where perhaps the coordinates of the horizontal vertices of the string polygons closest to the eyeballs is subjected to getting adjusted to smooth wave coordinates, after taking into account that the coordinates of the leftmost polygon and rightmost polygon in the string have to stay where they are, (that way your eye slant stays GENERALLY true to how you wanted the eyes positioned). The artist could have plenty of control over smoothing out eyeholes, and also could maitain the intended eyeshape if the wavlength, frequency, and cycle start point of the wave could be adjusted.
I am no genious with code and stuff. I am just sayin'.......I wish something like this existed.
I would imagine you would need a separate fix file for each indivdual base figure, as the polygon counts are probably all differnt around the eyes for the diferent figures
So many times I have had to trash (what I thought were)GREAT head morphs because the eye holes got all crushed up looking and I could not fix them.
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
http://www.renderosity.com/homepage.php?page=3&userid=580115
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and the eyeballs were not lined up in the eyeholes properly due to the face morph- that is to be expected I guess, and I lined them up properly with the eyeball dials.
however - while they are now lined up properly, they one dimension I cannot figure out how to fix is - the eyeballs are pushed straight back - i need to bring them straight foward but I cannot figure out how !!!
note that default sysd has a TINY bit of space where her eyeballs are set back, but nothing near as bad as my character.
dont be fooled by the angle of this pic, it is not an eye up and down "Y" issue
it is a "Z" issue
Thanks
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
http://www.renderosity.com/homepage.php?page=3&userid=580115