How to control Eye movement of Genesis 8 as fbx in C4D..?

larsnaglerlarsnagler Posts: 16

Hi there,

i have a costumized Genesis 8 Male Character, i export him to C4D as fbx...

one question: how can i control the eye movement of this character inside C4D..? is there any way..?

 

Thank You

Post edited by larsnagler on

Comments

  • pdr0pdr0 Posts: 204

    The fbx is rigged - so you can control the main eye movements directly (open up the bone hierarchy)

    Alternatively, there are various eye control morphs you can export, and it will show up under the pose morph tag . (Some tags are duplicated , and you might have to do some editing)

  • larsnaglerlarsnagler Posts: 16
    pdr0 said:

    The fbx is rigged - so you can control the main eye movements directly (open up the bone hierarchy)

    Alternatively, there are various eye control morphs you can export, and it will show up under the pose morph tag . (Some tags are duplicated , and you might have to do some editing)

    Hi, thanks for your response...

    i have various control morphs (close, open etc), but not "movement"...

  • pdr0pdr0 Posts: 204
     

    i have various control morphs (close, open etc), but not "movement"...

    Did you mean eyelid, but not "eyeball" movement ?

     


    The basic eye movements can be controlled directly with the bones. The eyes are rigged.

    For morph controls, you have to export them in the FBX in DS. You need to edit the morph export rules to specify which ones you want specifically .

    For example, you might want the eCTRLEyesUpDown , and eCTRLEyesSideSide enabled, for the basic up/down, left/right controls . (But those can be already controlled with the rigged eyes directly, so it's a waste IMO)

    You want to be selective about which morphs to export, otherwise the filesize will balloon up.  Each morph is a morph target, basically a saved geometry state. The sliders in the pose morph tag control the % . If you export hundreds of various morphs , the FBX is going to be massive.

     

     

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