Eye Poke-Through
Hello! I'm having some trouble with a custom G8.1 face morph: when using pose controls for the eyes, the eyes are poking through the eyesockets. Please, what is the best way to fix this problem?
I have made corrective morphs on the body before (eg the shoulders on a character) and also on the face (to fix an incomplete blink), but I'm very confused about how to fix the eye movement.
The eyes are fixed when translated on the x-axis by 0.26 / 0.14 -- but both times when I imported as a full corrective shape / made a control(?), the eyes would end up 'snapping' as the corrrective was dialed in as I moved the eye control (mixing side-side/up-down), which is why I was hoping someone here had this problem before and would be kind to share how they solved it :)
Comments
If you just need to offset the eyes, and haven't yet run ERC Freeze on the shape as a controller, make your adjustment (and any others which need to be linked to the shape), put the parameters pane in Edit Mode via the right-click menu, and right-click on the shape slider>ERC Freeze. If you have already done an ERC Freeze you need to find the link in the Property Hierarchy pane (which you can do by right-click on the property slider>Show In Property hierarchy, then drill down to its attributes and then controllers), right-click on it with the property set to 100%, and select ERC Bake before making your new adjustments and redoing the freeze.
Thank you so much for explaining this!!
I'm really sorry but still a bit confused -- which slider should get the ERC freeze, the 'Eye Look Side-Side' / 'Eye Look Up-Down' or my face morph?
I had my face morph, 'Eye Look Side-Side' set to 100%, moved the eye bones to fix the poke-through and then did an ERC freeze on the 'Eye Look Side-Side' slider, which seemed to work! (I would save over the 'Eye Look Side-Side' as support asset to retain this?)
One other thing, if that was the way to do it, (sorry again if it wasn't), how would I fix having both 'Eye Look Side-Side' + 'Eye Look Up-Down' both set to 100% (so the eyes are looking up and to the right), to fix the pop-through that also happens in that particular combination pose?
Are you needing different values for different positions? I was assuming this was a one-off fix, which would be linked to the shape. Doing an ERC Freeze on thee ye cotrnols may well have caused a Duplicate Formulas issue since there were already properties linked to the controls - try saving the sceen and see if it then loads without error.
Sorry, I know it's confusing -- I think adding new control sliders probably works best, but there is still a slight problem where the eyes will snap sharply as the corrective is applied.
With the Eye Look Side-Side/Up-Down both at 100% (looking up and to the right), the one eye ends up poking through the eyelid a bit. Selecting the eyelid bone in that area and moving on z axis a small amount fixes it -- not sure how to set a control though so it only gets triggered when Eye Look: Side-Side + Up-Down are both at 100% -- having Side-Side set to -100 to look up and to the left probably needs its own control too which makes it more complicated :(
Honestly it would be nice to be able to just somehow make up/down - left/right -- up-left/up-right, down-left/down-right eye morphs and have them trigger properly.
Ues the Proeprty hierarchy pane, drag one of the cotnrollers into 1st Stage (add) and one into second (multiply) and adjust scalars so that they go from 01 to 1. Also make your morph a multiplier. Set the minimum value of the slider to 0. That will ensure that the morph trigger when both your shape adn the two rotations are applied (multiply by zero is always zero), and limit will keep it silent when the rotations go negative.
Update: I went back to square one - totally reset the eyes in my face morph, loaded the face morph with the default eyes and aligned, scaled, etc them only with Daz parameters until they matched the original eyes almost perfectly, saved and rigged that new face and the eye movement is perfect now!
I feel really silly now, but lesson learned: don't reshape the eyes way too much unless you want to go through the trouble of fixing all the pose controls LOL. The eyes I had done were to match an existing eye model, hence how they got majorly (and unncecessarily) reshaped to cause these problems.
Anyway thank you for all the help, Richard! I did learn some useful things to reference in the future - cheers!