Genesis 8 Eye Issue

richardandtracyrichardandtracy Posts: 5,663

Yes, another one.

This is an oddity I've come across rather than a problem, and I'd appreciate it if anyone could give me a steer as to what may have caused it.

3, maybe 4 years, ago I had a custom G8F character sculpted for me by TritiumCG. This character has gone through a number of iterations and now is in my Scene Subsets at version 4.  The morph is in the data directory as it should be, I just add different clothing and slightly different textures/ body morphs active from the DAZ body morphs packs to refine the look a little with each version.

This morning I experimented trying to make an expression pose, doing it to Cherubit's Milan G8F. Much to my surprise this came out well enough for me to save as a pose preset.

Which I then tested on my Version4 custom character. Not everything worked properly. The eyes went left, not right, and up, not down. But on the version 1 custom character which I loaded in next, the eyes were correct, as they were on 2 more G8F characters and a G8.1 character.

I must admit I don't know where to start looking for the cause of this. Especially as the Version 1 character worked after being loaded into the same scene as the version 4 character. I can work around it, but it's as if the up/down and side-side for both eyes have been multiplied by -1.

Odd, very odd. Any ideas? Any known causes that I'm unaware of?

If you could suggest something, please let me know.

Regards,

Richard.

Post edited by richardandtracy on

Comments

  • crosswindcrosswind Posts: 6,936

    If you select version4 figure's eyeballs, in Currently Used, do the properties have the same value as the ones on other G8.XF with the correct expressions ?

    And have you by chance Adjusted Rigging to Shape with the option: Adjust Orientation ?

  • BejaymacBejaymac Posts: 1,889

    It's probably the Orientation, each bone in the base figure has a specific orientation (six to choose from), and by changing them in a morph it can really screw you over when you pose the figure.

  • richardandtracyrichardandtracy Posts: 5,663
    edited June 2
    I must admit I have no recollection of doing anything with orientation or even adjusted rigging to fit the shape - these were new to me last December, and I try not to mess about with such things on my favourite character. It has, however, been 3 or 4 years and I've passed a lot of water since then. I did check that the values of the side-side and up-down sliders are the same and they are. Which suggests an orientation may have been flipped or the eyeballs rotated 180 degrees. It's interesting that the axes have remained IAW the right hand rule, so -100% scaling may probably be ruled out. So, thanks, I now have an idea of further things to look at. Much appreciated. Regards, Richard.
    Post edited by richardandtracy on
  • PerttiAPerttiA Posts: 10,024

    Mirroring a pose can change orientation of body parts if one forgets to check the rotation check box

  • richardandtracyrichardandtracy Posts: 5,663
    Pretty sure that's not happened (I post one or two mirrored pose freebies, and am pretty used to the process). I did check if the hair was causing problems as I use SWAM's now unavailable Robin Hair at an X scale of -100%, but the character has had that hair since it was available and it was on Version 1, so any problems should have shown up then. Regards, Richard.
  • crosswindcrosswind Posts: 6,936

    Well, if so, it should be very easy to fix it, just like the common workflow:

    - reset your Version4 figure's pose firstly, set Resolution Level to Base, export it to OBJ file.
    - load a G8F or G8.1F base figure, load HeadSplit dFormer on her. Import OBJ via MLP with the option of Attenuate by + HeadSplit dFormer, so as to have separate Head Morph and Body Morph.
    - Adjust Rigging to Shape. Then load that Pose Preset (expression) for testing. If there's no issue, ERC Freeze the Head and Body morph. Save morph assets.

    Then you can further save a new version of this char.

  • richardandtracyrichardandtracy Posts: 5,663

    You are right. Making a morph from the state the character is currently in will be easy, and there's no need for the head split for the morph as the head & body are inseparable to me.  With that option available it's probably not worth investigating the cause too far as it'd take much longer than diching the model & starting again.

    Regards,

    Richard

  • crosswindcrosswind Posts: 6,936

    Yeah, that's right. To me, most likely it's an issue of orientations but the only way of identifying that is to open DSF (or DUF file if you never saved morph assets with version 4) , check and compare the orientation formula values and fix them if they're really the culprits....

    That... will be a cumbersome task...cool

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