Genesis 9 eye problem
I want to start by saying I only have a very fundamental knowledge of Blender. BTW: I hate it when the narrator uses customized contextual menus. It took me forever to find the “Join as shape” button when he simply clicked on it from his “Favorites” contextual menu. But I diverge from the topic.
I have been following the video tutorial: “Fixing the eyes on Genesis 9” found at:
This is about fixing the Genesis 9 eyes for imported head morphs that grow rather large (like a toon head) but leaving the eyes small. I am stumped.
My character’s head is so big the eyes look like little peas in its eye sockets when I apply the body morph. So I took into Blender to fix the problem.
I made the eyes a shape key where they are connected. Everything was fine up until I would select one of the eyes in the Shape key (that’s the only way I could figure out how to select the whole eye) and then I use the “S” key-drag to resize that eye to fit the eye socket of my figurer. Problem is, as I increase the eye’s size, both eyes also spread apart. So one is in the eye socket (looking great) but the other is way outside of the head.
My question is: How do I increase the eye size so they don’t spread apart? Is there some way to move them back together?
Help! I spent a lot of time creating my character morph and then following this tutorial. I would hate to have to just throw my chararcter away because of this eye problem.
Comments
OOPS! I selected the eye using the Vertex Groups' "Select" button. Sorry for the mistake
Well since no one answered my questions, I decided to try an around-about way of getting it to work. I am including this just in case someone else has the same problem and can’t find an answer. Here is what I did:
As I said, it was a round-about way of doing it, but it worked.
Sorry I understood you solved it yourself in your OOPS post, so didn't reply. The issue is that the G9 eyes are a single geometry, so scale takes both. You can scale a single eye by selecting the eye geometry and choosing median point as pivot.
Padone - thanks for replying but I couldn’t figure out how to use it to move the joined key shapes (eyes) together or apart.
I have another problem following the tutorial (which may be related). FYI: I tried copying all of the narrator’s settings and finally got the blue line down the center of the screen, changed to x-ray view, turned on X mirror, etc.
I am able to select one eye in Edit mode and both eyes will move at the same time with pressing the “G” key and moving the mouse. The narrator however would move one eye in a circle and the other will move also, but in the opposite direction. He uses this to center and resize one eye and the other one replicates all of the same moves, but in the opposite direction. I guess that's called mirroring.
BTW: After he hits the X mirror key at 9:40 into the video a few toolbar items disappear and I could see towards the upper left corner the words: Proportional Size (smoothing….) Shortly after that the text line disappears and the missing tool/menu items reappear. I don’t know if that was a needed step or not
Any ideas how he got them to move in opposite directions? BTW: it is 9:47 minutes into his tutorial if you want to see for the moveent for yourself.
I have tried scouring the Internet and the Blender manual for the answer, but I couldn't find it. So someone please help.
You can use the topology mirror to operate on actual geometry, without the need for a mirror modifier. Works fine enough for daz figures.