Genesis 9 Eyes

Anyone else constantly having to adjust eye placement on a per eyeball level after posing and expressing a G9 figure?  I've had to do it a couple of times now...  Sometimes the eyes are too far back  into the skull causing a gap between the eyelid and eyeball, and sometimes they are coming out of the eyelid... It's a big-ol-pitb and just wondering if someone knows if there's a workaround... 

Comments

  • lilweeplilweep Posts: 2,487

    does this happen with base gen9? or just with custom character morphs etc.

    custom morphs might not be set up properly with supporting morph on the eyeball.  Alternatively, could be that morphs dont have any linked rigging adjustments for the eyeball bones.

  • lilweep said:

    does this happen with base gen9? or just with custom character morphs etc.

    custom morphs might not be set up properly with supporting morph on the eyeball.  Alternatively, could be that morphs dont have any linked rigging adjustments for the eyeball bones.

    Since I don't use the base figure much (if at all) I've only noticed it on character morphs.  I first noticed it on V9 I think though... I'll have to see if there is a combination of factors that lead to the same result across multiple characters...  

  • AngellsAngells Posts: 113

    If you have a custom face morph , how do you get the eyes to match if you are using vendors morphs mix and match, and exporting the obj and using morph loader to import the morph back into ds. How do you work to make they eyes match, will rigging to shape work or do you have to use a deformer to match the custom face morph?

  • lilweeplilweep Posts: 2,487
    edited February 2023

    Angells said:

    If you have a custom face morph , how do you get the eyes to match if you are using vendors morphs mix and match, and exporting the obj and using morph loader to import the morph back into ds. How do you work to make they eyes match, will rigging to shape work or do you have to use a deformer to match the custom face morph?

    Genesis 9 eyes are a separate figure from the main body, in the same way that clothes are separate from the main body, so you have to make a separate morph for the eyes too.  Give it the same name as your morph on the head (notice i said same 'Name' and not same 'Label')

    When eye morph has same name as the head morph, it will be automatically dialled in on the eyes whenever the head morph is dialled in on the body.

    When saving out morph asset, remember to save both the body morph and then separately the eye morph.

    There is a youtube video im too lazy to link to 

    Post edited by lilweep on
  • jkjjkj Posts: 23

    I get this all the time with G9. most of the figures appear cross-eyed out of the box with zero morphs. and sometimes the eyes are not looking straight. i checked all for zeros.

    not sure why this is.

     

  • FrinkkyFrinkky Posts: 388

    Too many characters for G9 seem to suffer from eye issues, especially the outer canthus. Posing the eyes left/right can exacerbate the issue if the eye is mishapen and/or the pivot point is misaligned. Maybe G9.1 will address some of these issues (/s in case it's not obvious).

  • Chou-VertChou-Vert Posts: 122
    edited October 2023

    The only way I can get Genesis 9 eyes to look where I want them is to create a Null that I name Eye Focus.  Then under Genesis 9 Eyes (not the figure) I set the "Point At" for Left Eye/Right Eye to the Eye Focus.  Then, when I need the eyes to move in the socket, I translate the Eye Focus.  If you point the Left Eye/Right Eye in the figure at the eye focus, the eye sockets will alter, which may or may not be something you want.

    Post edited by Chou-Vert on
  • crosswindcrosswind Posts: 6,954

    NP ~ doable.. I use LAM II...

  • I have the same eyes problem, plus the don't point at the camera. If anyone can help me....

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