Eye Offset

ABLAGEFACH5ABLAGEFACH5 Posts: 32

Wondering all the time, why the eyes are offset? Trying to make "View Poses for the eyes', but as soon as the figure looks to the side,...it's like in pic.

First thought that's the way eyes look, but google "eyes looking sideways"....the all look paralell

 

offset.png
1095 x 710 - 881K
Post edited by ABLAGEFACH5 on

Comments

  • ABLAGEFACH5ABLAGEFACH5 Posts: 32
    edited January 2019

    Also I have created aniblocks for example....look up 25%. All other values at 0.

    I thought I can fix the offset, without the need to correct all my aniblocks manually, when I put a "-6 side-to-side" on frame 0. But strange is now all my aniblocks not only have the changed value e.g. "look up 25%",...now all other value like bend and twist is not zero anymore,,, but they are also a bit squewded. I tested with a fresh project to exclude other errors. I have not touched these values anywhere.

    Post edited by ABLAGEFACH5 on
  • I haven't even gone into & worked with aniblocks yet, but I have to admit that one of the more paintaking tasks is getting the eyes to look at the camera. One of the improvements they could make with Daz in the next release is an option that allows you to set a focal point for the eyes using a small sphere or add a feature that draws a line from each eye so you can set where the focal point for the eyes intersect. Individuals have been able to do this with cameras, but I find it to be a pain just getting the cameras set correctly in each eye.

    A while back, I do recall having an issue where I saved a pose where I had made some adjustments to where the eyes were looking, and upon loading the pose, it ended up becoming the "zero" point and I couldn't get it back to the original zero point, even when selecting the "default".

  • There are a few scripts that  do that. Do you know mcasual? he has a ton a free scripts....really awesome one.

    Also you could make a facetarget. A box size of head, with 2 little boyes where the eyes are...and then left eye point at left box...righteye "point at" right box, a bit better. and then put that dummy where camera is, and move further back on the "Eyes-Camera" axis for focal point. But first adjust eye offset. I think it's 8degree off. I have 4 on lefteye, and 4 on right eye. But eye direction is in generall just strange.

  • Wow just found out, that the eyehight is also wrong. If you put like 8%up and 25% side....it's totally off. Reason is because the eyeshape does not change with eye movement. Normally should be basic stuff. But impossible to make it right. Maybe with some costum morphs, for every eyeposition. But this should be covered from start. I mean it's basics.

  • It's not clear what you are doing.

  • I think its because the eye movements, when moved as a "pair"(i.e. look up/down, side-side) are equally moved from the default "staring straight out into space", which is not how eyes work since they typically have a focal point.

    As far as I know, the geometry of the eye shouldn't change since its just rotating. The two eyes and focal point form a triangle, of which the geometry does change. Solving the triangle using Trig on paper can be simple, but trying to do it in Daz is just not fun when one doesn't have a way to measure distance acurrately. Like I said, it would be nice if we had a "hideable" & length-scalable reference ray that shot straight out from the center of the pupils, plus maybe another one that shot out from the exact center between the two eyes.

  • You might find this product useful:

    https://www.daz3d.com/look-at-me-pose-control

    It gets your character to look at the object/figure that you choose, and it moves each eye independently.

  • It's not clear what you are doing.

    Well, Just rotating the eyes. If I do it in "PowerPose" or manually with the slider, the eyes are always NOT parallel. Above pic is a simple side look. Just see the amount of White in left eye on left side. No matter what I do, It just skews everything up. Using a selfbuilt faceprob, helps but not completely. Also When I adjust the eyes on frame 0, "look at" doesn't take it into acount. So it'S wheather using faceprob OR powerposeANDOffset.

    I think its because the eye movements, when moved as a "pair"(i.e. look up/down, side-side) are equally moved from the default "staring straight out into space", which is not how eyes work since they typically have a focal point.

    As far as I know, the geometry of the eye shouldn't change since its just rotating. The two eyes and focal point form a triangle, of which the geometry does change. Solving the triangle using Trig on paper can be simple, but trying to do it in Daz is just not fun when one doesn't have a way to measure distance acurrately. Like I said, it would be nice if we had a "hideable" & length-scalable reference ray that shot straight out from the center of the pupils, plus maybe another one that shot out from the exact center between the two eyes.

    But thing is eyes are NOT looking straight to begin with. That's my whole point.In default pose they start slightly crossed...about 8 degrees.

     

    You might find this product useful:

    https://www.daz3d.com/look-at-me-pose-control

    It gets your character to look at the object/figure that you choose, and it moves each eye independently.

    Thx for hint. My faceprob is the same I think, since I can adjust eyes independently,...but I wanna use copy/paste aniblocks for very long animation, think I can make it work somehow, with animating my faceprob, BUT it all makes things more complicated. Was just wondering why they did that, and not start straight, and let the user later, adjust the eyes for "focusing/crossing" instead vice versa. Easier to start paralell, and offset it later, as vice versa.

  • I wouldn't expect the amount of white to match, since the eye shape is not completely symmetrical.

  • ABLAGEFACH5ABLAGEFACH5 Posts: 32
    edited January 2019

    https://www.google.com/search?q=eyes+looking+sideways&num=20&rlz=1C1GIGM_enDE790DE809&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiV467CzJXgAhUHiiwKHU7yDXoQ_AUIDigB&biw=2544&bih=1281#imgrc=FBwGLiX0PzoJ_M:

    "eyes looking sideways"

     

    I found no picture where it is like in DAZ. The point is it is offset even in T-Pose...8% crosseyed so to speak.

    Difficult to see when eyes are "straight" just make right eye 3/4% to right, and left 3/4% to left, and it is correct.

     

    When using that offset on frame 0, you can use Powerpose to pose, and offset stays,...but not aniblocks, cause then somehow there is suddenly bend/twist in aniblocks with the eyes, which are all at 0!!

    For example I have aniblock 25% looking to side.

    After offset all aniblocks now have also twist/bend

    which were not touched at all.

    I can't be the first who realizes....and is irritated. I thought maybe I overlooked something but seems not the case....thx anyways.

    dideways.jpg
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    Post edited by ABLAGEFACH5 on
  • ABLAGEFACH5ABLAGEFACH5 Posts: 32
    edited January 2019

    The problem for me is....in stills everything is no problem,...but animating is. Not sure that plugin will help. Also I cannot use my "faceprob" AND powerpose to adjust eyes, when animating, since I cannot animate "look at"...switch it on/off so to say. If it would be possible it would solve my problems. The only solution is to use ONLY my faceprob. But I would need to redo all and makes things just more complicated, when not able to use powerpose for eyes, when setting up head/expression,...and do the eyes separately.

    Post edited by ABLAGEFACH5 on
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