- edited description
improvements to the custom shapes for eye bones on Daz rig
The custom shapes for the eyes are all positioned at the head of each individual bone, which results in a difficult to use blob of overlapping shapes in the middle of the eye:
The positioning of the bones - which I assume is determined by Daz - is kind of unfortunate, and so there’s not a lot that can be done about this situation without moving the bones around:
However, I have tweaked some parameters on the custom shapes display for each bone, and I think it looks a bit nicer. Still not ideal, but it’s better than a blob in the middle, and you can more easily select each bone as desired without having to alt-click or anything:
I figure it probably helps to have these adjustments written out in code format, and since I’ve been playing with bpy lately, here’s what I came up with:
for bone_name in ['lEye', 'rEye']:
bone = rig.pose.bones[bone_name]
bone.custom_shape_translation.y = 0.017
for bone_name in ['lEyelidOuter', 'rEyelidOuter']:
bone = rig.pose.bones[bone_name]
bone.custom_shape_translation.y = 0.016
bone.custom_shape_scale_xyz = [0.5, 1.0, 0.5]
for bone_name in ['lEyelidInner', 'rEyelidInner']:
bone = rig.pose.bones[bone_name]
bone.custom_shape_translation.y = 0.021
bone.custom_shape_scale_xyz = [0.5, 1.0, 0.5]
for bone_name in [
'lEyelidLowerInner', 'lEyelidLower', 'lEyelidLowerOuter',
'lEyelidUpperInner', 'lEyelidUpper', 'lEyelidUpperOuter',
'rEyelidLowerInner', 'rEyelidLower', 'rEyelidLowerOuter',
'rEyelidUpperInner', 'rEyelidUpper', 'rEyelidUpperOuter',
]:
bone = rig.pose.bones[bone_name]
bone.custom_shape_translation.y = 0.019
bone.custom_shape_scale_xyz = [0.25, 1.0, 0.25]
Comments (3)
-
reporter -
repo owner Implemented in last commit. Custom shape translation is a new feature and missed before. In earlier versions of Blender the eyelids don’t get any custom shapes anymore.
The eyelid custom shapes should probably be added to mhx and rigify as well.
-
reporter - changed status to resolved
Looks great, thank you Thomas!
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