G8F upper teeth deformed spike

Hi,

I had this problem once before..... couldn't figure out the cause. Somehow the upper teeth created a spike that goes down thru the chin.

Any help on how to fix this??

Thanks

 


 

G8F Teeth Problem.jpg
3840 x 2160 - 2M

Comments

  • Which figure? Check to see which morphs are active, by using the Currently Used group in Parameters - you may want to enable Show Hidden Parameters from the pane's option menu first, the lined button in the top corner or right-click the tab.

  • VeemaximusVeemaximus Posts: 15
    edited December 2018

     

     

    Post edited by Veemaximus on
  • Thanks, I'll take a look!!

  • No luck.

    I used the standard G8F character then mixed much. I looked thru the parameters tab and moved some of the mouth/lip sliders. When I moved the lip or mouth up the spike went up too. No surprise I suppose.

    Don't know much about this but are there bones I could tweak. Adjusting the rigging to shape didn't help.

  • That's probably a badly made moprh or a bad JCM (running when it shouldn't/wrong multiplie from the joint bend that's driving it causing it to over-extend). What is the minimum needed to trigger it, and what morphs are in effect then?

  • Just chiming in on this because I have it happen.  It happens both on G8F as well as the newer G8.1F figures.  I tried it with the M8F, but doesn't happen there.  I get the spike whenever I use "SY 200" morph sliders that adjust the leg length.  For some reason when the upper part of the model is pushed up by the legs being lengthened, there's a single vertice that is part of the Upper Teeth geometry that stays in place and doesn't move with the rest of the model.  Only happens when I do the legs.  If I try lengthing the torso (which also causes the neck/head to rise in 3D space) I don't get the same issue. The spike only occurrs when I mess with the leg lengths.

  • (followup to my previous coment)

    I found a way around it using the SY200 morphs.  There's two other sliders called "Leg Short Right/Left".  if you make those negative numbers, it has the same effect as using "Legs Length" except that this method doesn't move the model upward (which is what I think causes the geometry flaw).  You'll need to reposition your model after "negatively" shortening the legs, but I think it's a worthwhile work-around.

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