Exporting head morphs - eye problem

I have created various head morphs for V4.2 that I export and then apply with morph loader.  When I export, I hide all the body parts except the neck, head, eyes, and upper and lower jaw and tongue.  For the most part, when I load these to a new figure, things work as expected (except sometimes when the neck "explodes", very painful...).  However, the eye "joints" seem to get fouled up in this process because if I have them follow the camera (with point at) and turn the head, they typically start to leave the eye sockets.  I hope that's clear.  Any thoughts on how to avoid or fix this problem?  Thank you.    

Comments

  • As I recall people geenrally handled the eyes by using the transforms to put them in the correct position, and linking the transforms to the morph.

  • CMacksCMacks Posts: 202

    I'm not sure that will solve the problem, but will give it a whirl.  Thanks.  How do I do that linking, BTW?

  • Don't moprh the eyes, isntead use their transforms to position them. Make sure you have only the morph and the eye transforms set (unless there are other things that should be triggered by the morph), right-click on the Parameters pane to put it in Edit mode, then right-click on the moprh slider and select ERC Freeze. Your morph should be listed as the controller at the top, the eye transforms should be listed as the sub components at the bottom - if that's right,. click Accept. Test the results, if good save.

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