Like the ears not being correctly proportioned, or located behind the jaw correctly. xD) That isn't a bug, that is poor modeling and design. Look at your eye in the mirror and close one of them. (No lacrimal is that large, unless it is infected. The corners of your eyes don't move when you look left and right, only when you blink, they PULL-IN from the muscle tension. Instead, the corners of the eyes move away, making the lacrimal look larger. Due to the collision-adjusting and the eye-bulge, pulling it up and out over the eye, and lack of it not moving "away" when the cornea approaches it, like it should do. It "jumps out" getting larger, and overlaps the cornea. That flesh in the corner, where your tear-duct is located. The issue here is the default Gen3, not a gen2-conversion, the lacrimal flesh. I am not giving these superior detailing and complexity. (Working on the rotate eye-angle next.) I expect that Daz will soon have all these anyways. Had to se this up, for rendering and had to fix a control setting first. Which is just the individual open/close morphs that get disrupted by other controls and morphs. Unlike attempting to use the upper and lower "Raise and lower" poses. This uses the "Shapes" location, so resetting the models POSE, will not disturb the eye-shape. (Result is a natural flat bottom and higher proportioned upper-arch, or a stronger natural lower-arch and lower upper-arch.) Retaining the ability to "blink", "close-eyes", "wink", etc. The other attachment is the 100%, 50% up and down, and default "Center" eyelid curves. Operates backwards, by not moving at all, and instead popping-out through the eye-white, over the cornea.)Īttached are the error-issues (not related to the morph, just the default eyes on the model.) EDIT: It WAS an animated GIF. Looking away, it should extend out, as the eye-shape and muscles push it out. Should actually be bumped or weight-mapped to move inward, as the pupil would normally push it in, and the muscles. (Part of the issue too, with the collision of the pupil with the lacrimal flesh. The issue sort-of fixes itself, making the issue look worse, as the eye looks-in to the nose.Īlso, the eyes are a little "cross", due to not being "humanly centered". (Who looks-up that far! xD Aliens! My xGF when she rolled her eyes. They fold into the eye at the extreme upper and lower limits. As well as the "Bulge" poking through when you attempt to rotate the lids in a perfect (center) to the eye. When working with the model, you see it slice-through the offset eye. But, you can see a little of the issue in the animation. The issue is not so easy to show in still-photos. Double-check that you clear the scale and rotation and translations on that tool if you ever add one to a model. (Which, by the way, inserts itself off-center, messing up symmetry and adjustments. it was the default model, in the default 0,0,0 setup, with nothing added to it, except the DFormer tool. NOTE TO SELF: Report the broken and deformed eyes of the Gen-3-female base model.Ĭan you show what you mean? Did you adjust the rigging after you re-imported your morph with MLP? You might need to do a Morph Corrective Morph depending on how you changed the eyes. Don't look to the left or right, and all your GEN-3 models will be fine.) (Look to the inner or outter, and the lacrimal slides into the pupil, then has a gap looking the other way. Great, now that deformed eye is a core element of the Gen-3 model. Noticed too, that the new eye is not correct. Which is why it is not the same as the other controls, which is just adjusting the blink, with a linear form. (Top and bottom has to match, for eyes to still blink-closed. However, you have to unlock the "look-down" control if shaping the eyes with a large lower curve. Not the same as eyelids up and down, but similar. Just finished the eyelid arch (raise and lower). The eye-tilt, was the next step on my list.