Forum: Poser - OFFICIAL


Subject: Character Inj eyes up

Arah opened this issue on Sep 22, 2012 · 13 posts


Arah posted Sat, 22 September 2012 at 7:33 PM

I am working on making a character pz2 inj using this tutorial http://www.acrionx.com/3d_modelling_poser_tutorials/how_to_make_INJ_REM_Pose_files_for_Poser_custom_face_morphs.php

But when i load the morph the eyes flip upwards and i can manually pull them down after loading the morph, but i can't seem to figure out how to fix the problem so it doesn't happen i the first place. 

Any Ideas what my issue might be?

I am using poser 8.


DarkEdge posted Sat, 22 September 2012 at 8:16 PM

How about opening the pz2 file and deleting the left and right eyes??

Comitted to excellence through art.


lesbentley posted Sun, 23 September 2012 at 1:10 PM

I read through the tutorial, and can't see anything in there that would make the eyes flip upwards, or indeed affect the eyes in any way at all. So my guess is that you did something that is not in the tutorial, but it's hard to guess what.

If the pz2 contains eye actors - it should not if you followed the tutorial - then certianly take DarkEdge's advice and delete them.


Arah posted Sun, 23 September 2012 at 7:39 PM

No there's no Eye actors, i checked, :/


lesbentley posted Sun, 23 September 2012 at 8:10 PM

In theory if there are no eye actors in the pose, one would not expect the eyes to be affected by the application of the pose. Unfortunately reality does not always conform to theory. :sad:

It's hard to know what to suggest. It's probably worth doing a render to see if the eyes still look wrong when rendered (might be an OpenGL problem). If the pz2 sets any materials, it's possible that this is a problem with materials, rather than joint rotations. I don't have a lot of faith that these suggestions will prove fruitful, but they are all I can think of at present, I'm clutching at straws.


Arah posted Sun, 23 September 2012 at 8:28 PM

you know i found that when i load the obj as a morph, that's when the eyes flip. I was following a tutorial for that part from Rebelmommy, except i didn't make the morph in a 3D program, i made it in Daz, saved it as a figure loaded it into poser and then exported the head as an obj, then loaded it as a morph, could that be the issue?


lesbentley posted Sun, 23 September 2012 at 8:39 PM

Hang on a minute! Is it really the eyes moving, or is the morph just changing the position of the eye sockets relative to the eyes?

When you said "eyes flip upwards" I imagined the eyes xRotating, "rolling up", but perhaps that's not what you meant. Can you post an image of what you see?


lesbentley posted Sun, 23 September 2012 at 8:53 PM

Attached Link: Morph problem

> Quote - when i load the obj as a morph, that's when the eyes flip

After your last post, I'm 99.9% sure that the eyes are not moving, and that it is actually the head's eye sockets that are moving. If I'm right, then you need a way to move the eyes into alignment with the new position of the sockets. The thread linked above may help.


Arah posted Mon, 24 September 2012 at 6:01 PM

Here's a pick of the eyes. Will check out the other thread, thank you! :)

lesbentley posted Mon, 24 September 2012 at 8:27 PM

Like I said, I'm pretty sure it is the eye sockets that have moved, not the eyes themselves. If you want to test this, start a scene without any props, no environment sphere or backdrop props. Load the figure and get a good close view of the face. Change the Display Style to Outline, and Paste the image into the background. Change the Foreground Color. Next load your morph, it should be obvious if the eyes have moved.

Arah posted Wed, 26 September 2012 at 6:30 PM

ok, here's a pic of the model morphed and un-morphed, i Think it did move a little, so what should i do?

lesbentley posted Thu, 27 September 2012 at 10:13 PM

Quote - i Think it did move a little

By "it" you mean the eye sockets, yes? Then follow the instructions in the "Morph problem" link a few posts back.


Arah posted Fri, 28 September 2012 at 5:02 PM

ok thank you!