Problem with the G8-G9 converted characters morphs

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  • #1885215
    nulle
    Participant
    Rank: Rank-1

    Hi guys!

    I have problem with the converted G9 morphs what is uploaded to the blog from @Legolas18. When I using these morphs the eye look posing is terrible. The eyeballs move in different directions and cross each other. I was paid a lot of points for these morphs but in this way this is useless. Please fix these!

    Sangriart Megapack! (37 Morphs) [G8 and 8.1 to Genesis 9]

    #1885221
    Legolas18
    Participant
    Rank: Rank 7

    The eyes, unfortunately, do not fit properly the morphs, but that's a limitation of converting morphs from a model with eyes (G8) to model with separate eye geometry (G9).

    Other than that, there is no "eye crossing" or "moving in weird ways". It just requires a bit of eye positioning/scaling. Far from "useless" as you claim.

    For anyone else having problem with the eyes, just select the eye separate item in the scene and, in the parameters tab > Misc > Fit to Mode = Auto Follow Transforms.

    This will allow you to scale and move the eyes as needed.


    #1885234
    nulle
    Participant
    Rank: Rank-1

    Thank you very much @Legolas18 for the additional information. I'm not so smart than you. I will try this.

    #1885236
    nulle
    Participant
    Rank: Rank-1

    @Legolas18

    Sorry but not working. I set the Auto Follow Transforms and nothing change.

    https://i.postimg.cc/bNvZ0Pdz/lookpose.png

    #1885250
    Legolas18
    Participant
    Rank: Rank 7

    Read carefully what I wrote:

    This will allow you to scale and move the eyes as needed.

    Hence: Nothing will change automatically.

    Also, my morphs don't affect the eyes at all, so something else you are doing must be affecting them.

    In the viewport, click on an eye, and take a look at the parameters. You probably changed their "Up-Down" and "Side-Side" positioning.

    #1885257
    nulle
    Participant
    Rank: Rank-1

    @Legolas18 No offense, but only Genesis 8 morph has this problem. If I turn off Genesis 8 morph, the eye movement is normal. However, I found something interesting. I followed what you said and for up and down eye movement the ID Path is x and for side eye movement is y. Except that in the coordinate system it is the other way around. How can I invert the ID Path from x to y and vice versa?

    IDpath

    When I use the Genesis 8 morph and I use the Genesis 9 left or right eye in the parameter tab the eye movement is reversed from side-side to up-down and vica versa.

    #1885291
    Legolas18
    Participant
    Rank: Rank 7

    EDIT: I think I know what may causing the issue, I have updated the file and it should fix this.

    Here is my test (with the update): In the second pic I just dial in the Lionella morph and the eyes work fine.

    #1885302
    nulle
    Participant
    Rank: Rank-1

    @Legolas18 Please update these characters, because the same problem with these:

    LA characters
    E3D characters
    Chengley
    Dexon3D Bryan, Leo

    #1885390
    ColdBeer31
    Participant
    Rank: Rank 4

    As I just stumbled acros this problem on my own converted characters I am curious how you solved the problem. Mind helping me along the way?
    Cheers, mate!

    #1885455
    Legolas18
    Participant
    Rank: Rank 7

    @ColdBeer31 Simple, after you have used Morph Loader Pro, you typically fit the Bones to Shape. Now, if you follow versluis guide, he tells you to check the box to fix the orientation of the bones.

    That's what's causing the problem! You need to keep the box unchecked 🙂

    #1885463
    ColdBeer31
    Participant
    Rank: Rank 4

    Oh boy, of course I did. I never would have thought of that. Thanks a lot!

    #1885488
    ColdBeer31
    Participant
    Rank: Rank 4

    @Legolas18 On a related problem: Do your conversions work as intended when you change the Eye Blinking slider to 100 %? On my character this looks more like 150 or 200 %. Not exactly game breaking, but still ...

    #1885496
    Legolas18
    Participant
    Rank: Rank 7

    @ColdBeer31 Same problem here. From experience all those expression sliders are fine tuned for the base morph, so for other morphs, they need to be manually adjusted on a case-by-case basis. 🙂

    #1885507
    ColdBeer31
    Participant
    Rank: Rank 4

    Yepp, that's what I am doing as well. Good to know that it's a common problem. I usually adjust the limits for each slider.

    #1885754
    WM
    Participant
    Rank: Rank-1

    Thanks bois. This was helpful.

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