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VaM 1.x Eye morph issue

Threads regarding the original VaM 1.x

Verytoxic

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Anyone know how to fix eyes after converting genesis 8 morph to genesis 2?

1770222758.jpg
 
Try this one:
 
Try this one:
I did but it just copied the morph and the problem remained. Ill give it another try though
 
I had a similar problem, although not originating from Genesis 8, but maybe it will help in your case, too. I used a morph called "Eyes Depth" from this collection, not the internal one:

There are also some other morphs which could work, like "Eyeball Depth DD", or in case of emergency you could create a custom morph in Blender.


 
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If the eyeball shape has changed, then you can reset it to the standard g2f daz shape by vertex selecting both eyes and clearing just that part of the morph. That will however put the eyes back to their original g2f position, so they may still be out of alignment. If they are only out of position then you can export the obj from daz, open it in blender to manually reposition the eyes in edit mode, then remake the morph with that new shape. If the problem is the eyes are no longer aligning with the models bones, you can adjust rigging to shape with erc freeze. That should fix everything.

Reset geometry shape.

Fix the rigging.
 
I had a similar problem, although not originating from Genesis 8, but maybe it will help in your case, too. I used a morph called "Eyes Depth" from this collection, not the internal one:

There are also some other morphs which could work, like "Eyeball Depth DD", or in case of emergency you could create a custom morph in Blender.


View attachment 563710
thanks this works up to half my morph slider but if i go up more the eyes pop back out. Great idea though but at this point its out of vam hands i have to use daz/blender and stop being lazy lol
 
If the eyeball shape has changed, then you can reset it to the standard g2f daz shape by vertex selecting both eyes and clearing just that part of the morph. That will however put the eyes back to their original g2f position, so they may still be out of alignment. If they are only out of position then you can export the obj from daz, open it in blender to manually reposition the eyes in edit mode, then remake the morph with that new shape. If the problem is the eyes are no longer aligning with the models bones, you can adjust rigging to shape with erc freeze. That should fix everything.

Reset geometry shape.

Fix the rigging.
Thanks for teaching a man how to fish!
 

Through trial and error I fixed the eyeball!!


1770278383.jpg


but now the Iris isn't a complete circle. I know I'm getting closer though I can smell it lol
1770278395.jpg
 
Through trial and error I fixed the eyeball!!

but now the Iris isn't a complete circle. I know I'm getting closer though I can smell it lol

View attachment 563800
Looking better. Brings a new meaning to "the apple of her eye".

If you reset the morph delta's first in daz to get the base G2f Eyeball shape. Set the geometry resolution to base and export that as an obj. you can import that to blender to move the eyes into place. It's annoying as the eyes have multiple layers for different materials (cornea, pupil, sclera and eye reflections.) You can hover your mouse over the eye and tap "L" multiple times (that will select linked geometry, just tap It until all of the verts you want go orange, it's easier to get all of the layers from the back of the eye if you zoom the camera inside the head.) Then only use the transform tool to move it into place without deforming the shape. You can tap "S" to scale it uniformly if it's too big or small. Do it for both eyes separately, then export the edited obj and make a new daz morph out of it and things should look right. Good luck.
 
I think i follow. Just to note i altered the eyeballs with transform tool to fit it into place with the model above. The biggest issue is being able to create a morph after altering the eyes. whenever i hide, replace, move or edit them It messes up the geometry for me a create a new morph. I sounds like your saying take the finished morph and export to obj and use blender, i didn't try that yet but even after the edit will i be able to create the morph. I tried several different ways to make the eyes work. best solution was use half the morph slider as the eyes come out decent. Are you willing to post a video guide on your suggested method?
 
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Exporting from daz to blender and back should be identical to making any other G2F morph. Just make sure you are exporting the "base" resolution geometry, and exporting "selected only" from both daz and blender, and don't remove or add any geometry.

No video, I've had a test and you can reset the eyes shape and reposition them all in daz. (I just prefer blender as that is quicker for me as my usual workflow.)
First make the g2f morph you want and set it to base resolution. To adjust the eye shape back to the standard G2f shape;

1. Here you can see a morph I just made with a shorter character. If you look closely you may notice a slight deformation/scaling/alignment issue with the eyes.

1a.png

2. You need to have your morph Favorited by clicking on the heart icon. (Make sure you have cleared any other favorites if you have ever set them as the next steps will effect them all)

1aa.png


3. Select the geometry editor from the tools menu at the top. Pan your camera to see the back of the eye and highlight some faces from each material layer, including the reflection layer on the outside. (The eyes have 4 parts, doing it like this got them all.) After that right click and choose [Geometry Selection>Select connected], That will highlight all of the eye geometry for one eye. Now do the same for the other eye.

1b.png


4. With all of the faces highlighted right click and [Geometry Selection>Convert Selection>Convert to Vertex Selection]

1c.png


5. With all of the vertices you want to reset selected, right click and choose [Morph Editing>Clear Selected Deltas from Favorites.] That will rest the shape and size to the original g2f model. They probably still won't be in the right place or scale to fit your morph, but they will be round again.

1d.png
1e.png


6. Use the Translate and Scale tools to move the eyes into place one at a time. This takes a little finesse. Check an unmodified g2f model to get the position and scale looking correct.

1f.png
1g.png


7. Export an obj of this new shape, add a new G2f model. (don't forget to set the new model to Base Resolution.) Now make a new morph with the morph loader [Edit>Figure>Morph Loader Pro] using the obj you just saved.


8. With the new morph dialed up to 100, select the Joint Editor from the tools menu, then right click on the model and select [Edit>Adjust Rigging to Shape...] and click OK on the next box. That will reposition all the bones to align with the new shape.

1h.png
1i.png


9. Right Click on the morph and select edit mode, then right click and choose ERC Freeze.

1j.png


10. Save the morph as a support asset, and drag it into your vam custom>atom>person>morphs folder.
 
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