MHX Gaze option may better it add new gaze bone then morph still work (Edit)

Issue #644 resolved
engetudouiti created an issue

For MHX (and without special face controll) , we have option to use gaze or not.

Then I usually use gaze on but the problem is, when gaze on it not drive eye by morph controller any-more.

I may prefer, use facial morphs to decide most of expression + small adjustment with gaze easy.

at current, gaze off = we can use eye (and related expression) morphs + twk bone (small individual eye deform bone)

then gaze on ( we can use gaze only for any eye pose)

but I think,

with gaze on (we can use morph + gaze )

with gaze off (we can use morph + twk eye bone (move free)

So to change it you may set gaze constrain for twk bone. then when twk bone on = gaze not work,

when twk bone = off gaze work about both case we can still use all eye related morphs.

I remember after all add on may need to circulate final bone move (which get real rotation from twk bone) but It work even though you cnage gaze constarin for eye twk bone (deform bone)

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actually add on set constrain for deform bone = we can not use morph which rotate eye any more, so we need to add new gaze bone as parent of drv bone (morph controll bone)

Comments (8)

  1. engetudouiti reporter

    No it seems impossible because if you set constrain (actually you set constrain for the deform bone),

    we can not use morph any more. To it work,, you may need to add gaze bone as parent of eye drv bone first.

    so we can mix use gaze + eye related expression, about the case we can still use twk bone too (if it need)

    though I do not know you may not hope to add new gaze eye bone. but you may hope to use expression morph which may side side or up-down (sometimes cross eye) . but with gaze active , you can not adjust it . (because the relad deform twk bone simply dump to the gaze position)

    I confrim it work, (of course final eye pos is decided by the real deform bone, so if you rotate around eye bone it work with hide current track)

    then if you made it , it not need to use switch on and off any more (because user can use all = gaze + morph + deform bone) as they need. if they do not move gaze, it only controlled by morph, if they move gaze eye move with gaze but you still add rotation by expression morphs.

    my current setting is like this.

    leye-gaze is parent of leye(drv), then leye(drv) is parent of leye(twk), about fin bone, you do not change it.

    then set truck to for (L/Reye-gaze) as same as you set it for L/R eye bone. then the child drv bone controlled by morphs. then finally deform eye bone can move free (I remove track constrain)

  2. engetudouiti reporter

    Thanks if it not good for other or not Thomas favor, anytime return it for add on please.

    It is just my favor I know. (how gaze should work may different by each user , my way is use gaze as if off set pose so eye rotation still change with morph still.

  3. Thomas Larsson repo owner

    I don’t think anybody should mind. If you don’t use both gazing and eye morphs, you shouldn’t notice the change.

  4. engetudouiti reporter

    I only afraid this case… (though It is not problem for me),

    1. use expression (some vendor expression include eye bone pose)
    2. if user hope to restrict it by gaze about eye bone only , my way may not show perfect look at. (not simply gaze the widgt location)

    As for me, I adjust it by gaze , but it not work as auto-look-at.

    if user only use eye side -side or up-down it not matter. but it may be matter when user hope to use expression morph but about eye simply gaze at. (not include delta of the expression, before add on work so = we can not controll eye by morph at all)

    As for me, current way is more flexible though, (so you decide please)

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