Cross Eyed when Importing to Blender

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Cross Eyed when Importing to Blender

Postby sooshicat » Fri Jul 20, 2012 9:04 am

******Dont worry I figured it out!******


Hey guys!
I'm pretty new to this so I was just wondering if someone could help me with this.
When making my model in MakeHuman, everything is fine, but when I import the .mhx file into Blender, my model is cross eyed, even when rendered.
Image below:

Image

Can anyone tell me how I could fix this? Because in blender i cant seem to figure out how to select and rotate the eyeballs by themselves (if that even is possible...)
sooshicat
 
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Re: Cross Eyed when Importing to Blender

Postby JuergenPB » Sat Jul 21, 2012 12:59 pm

Go into Edit-Mode
Select Vert-Group of the Eyes (Eye_L; Eye_R).
There you can move, rotate etc. the eyeball.

Anyway: An eye-motion/expression feature (move: right/left, up/down) in MH would be great.
Attachments
flyingeye.png
flyingeye.png (31.16 KiB) Viewed 5600 times
Regards
Juergen
JuergenPB
 
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Re: Cross Eyed when Importing to Blender

Postby ThomasL » Sun Jul 22, 2012 5:04 am

I had noticed the cross-eye in some characters, but never investigated the phenomenon in detail. Anyway, here is why it happens. I assumed that the character in rest pose looks straight forward, but some of them don't. The direction of the gaze is defined by the line from the eye helper to the eye target helper (the selected diamonds in the picture). Whereas the default character stares slightly inwards, the asian woman stares visibly outwards. Forcing her to look straight ahead gives a crossed-eyed look.

eye-points.png

This could perhaps be regarded as a glitch in the modelling, or perhaps some people actually look that way. Anyway, I have committed a fix that should solve the problem. The left and right gaze bones (Gaze_L and Gaze_R) are no longer located in front of each eye, but along the lines of staring in rest pose. That seems to do the trick.

gaze.png

It is not really necessary to have separate controls to move the gaze. Just select the gaze bone and use the Transform > Location option in the N-panel.

EDIT: I tilted the gaze bones so they are now oriented along the stare line. A translation along local Y will hence move the bone towards or away from the eye.
ThomasL
 
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