G9 Eye Bones Shift on X-Axis

Issue #1434 invalid
Maneki created an issue

When I use G9 (in this case Victoria 9 morphs) the eye bones shift off character on the x-axis when used with Auto Morph Armature. I used “Eye Full Compression L/R” for this. It looks fine with standard G9 but with Victoria 9 it’s off. (I added the Victoria 9 specific correction morphs and they are dialed in when using this controller)

Comments (13)

  1. Alessandro Padovani

    I don’t know if “auto morph“ is supposed to work this way. You probably need to bake Victoria 9 to dbz. But better wait the answer by Thomas, I don’t use “auto morph“ myself so I’m not an expert.

  2. Maneki reporter

    The issue with the eyes isn’t just Auto Morph Armature related, at least partwise. Blink doesn’t seem to work generally for example. I transfered all shapekeys to the eyes.

  3. Alessandro Padovani

    Again, in G9 the eyes are a separate mesh, so if you don’t bake to dbz I’m not sure how transfer is supposed to work in this case. Better wait for Thomas.

    note. But, in my opinion, you’re using the plugin in a very extreme way. The intended workflow is to bake to dbz.

  4. Thomas Larsson repo owner

    Weird. I was able to reproduce that the eye bones moved far to the left with blink + Victoria, but then I tried to repeat the behaviour with fewer morphs, and now I can’t find anything wrong.

  5. Thomas Larsson repo owner

    Btw, I added an option to Merge Materials about the viewport color, so the V9 head and mouth cavity are not merged.

  6. Maneki reporter

    @Thomas Larsson Thank you for the viewport fix. I can confirm, in another test it works for me, even the compression controller. I’m not really sure what exactly the trigger for this bug is as of now.

  7. Alessandro Padovani

    note. minor. Personally I believe the viewport option to merge materials is unnecessary. That is, viewport colors should not be relevant in any way they are only for viewport preview. Then the user has many choices in blender you can view by material color or texture or object color or random object color. I usually keep the original daz colors for example that’s mostly white.

    That said the extra option to “ignore viewport color“ doesn’t harm. But it may be confusing for novice users since it doesn’t make sense to skip merging because of the viewport color. At least the option should be on by default.

    This is minor not important by the way. Everything works as intended.

  8. Thomas Larsson repo owner

    OK, the viewport color is ignored again. However, the plugin now considers the viewport colors of all merged materials, and selects the least pure one. This means that it prefers skin tones over pure colors like red, so I don’t have to look at V9’s head turning red.

  9. Alessandro Padovani

    If you can’t reproduce the issue please close as invalid since it may be a glitch. You can reopen when you have the exact steps to reproduce the issue.

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