G9 Eyes not working correctly
“Easy Import Daz” with the latest build support for Genesis 9, the eyes are not correctly rigged:
The eyes start to pop out and when you Blink, the eye mesh penetrate through the skin.
Eyebrows does not always follow some morphs.
Comments (16)
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reporter -
@Thomas Larsson I may be going a bit offtopic here. I have not seen the latest updates of the plugin, but have we addressed all major issues relating to G8 models? Why try G9 on the plugin now if G8 is not perfected?
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reporter I find G9 to be way better model to work with for animation.
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do you mean animating in blender ? or DAZ? How is it better than G8? Kindly elaborate.
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reporter Blender. The fact the base mesh has been subdivided of course has the disadvantage of performance, but it holds the shapes of the character, FACS and especially the teeth a lot better.
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repo owner I cannot reproduce your problems. However, I had a crash when the facs morphs where transferred to the tears, perhaps that has something to do with it. That has been fixed now.
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damn wow. thats an amazing render!!!
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reporter Yesterday i got to try with the default rig no MHX/Rigify and the eye rig is offset and rotates the opposite direction when being manipulated, can it be because the height is not the default? I will check if tears crashed fixed this, thanks a lot!
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I cannot reproduce the issue either, but @Marti you need to be more specific with your specs and the exact steps to reproduce the issue. Here the standard G9 works fine, if you use a custom figure you may need to load the custom morphs for that figure other than the standard facs.
As for facs working better for G9 it is rather the opposite since the facs rig is only available for G8, both in blender and in daz studio. Teeth in general need HD for the shape to be imported fine, or you can disable the HD morph in daz studio and import the base shape. The mesh density for the face is similar in G8 and G9, in both cases you need HD for the expression details.
daz studio 4.21.0.5, blender 3.3.1, diffeomorphic 1.7.0.1280
steps:
- import G9 and merge rigs
- import facs and make all bones posable
- test the eye blink fac
alternate steps:
- easy import G9 with facs
- test the eye blink fac
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reporter @Alessandro Padovani Yess I see, I will do more testing on my end. Thanks!
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repo owner The problem may depend on the character. The eye bones are sensitive, because they are aligned with the negative Y axis. In that situation a minimal change in the bone direction may change the correct roll angle from 0 to 180 and things become crazy.
I think that mhx makes sure that the eye bones point exactly along the Y axis, because otherwise the gaze constraints don’t work. But the original genesis eye may be oriented differently. To test this hypothesis you could check the eye bone roll angles, before and after conversion to mhx.
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reporter Yess I see, also I made the head morph in Blender. I will do some testing on my end, likely to be a user error of mine.
Hopefully this weekend I'll be able to dive in, I'll update my findings here.
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reporter @Balkazzaar Thanks! :)
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@Marti If you can’t provide steps to reproduce the issue I’ll mark as invalid since this is probably a user error if you didn’t load the custom morphs. Then you can open the issue again if/when you have more details.
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reporter @Alessandro Padovani I haven’t had the time to look into this more, but is good close for it now and I will reopen if it make sense.
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- changed status to invalid
user error, can't provide steps
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Other than that, Thanks a lot for the update!