ULRIKA - New face for La Femme HELP

  • i had to save the injection & load that before it'd work so maybe that's worth a try?

  • @janimatrix
    So are you saying that you had to save the injection before the control handles moved ? They didnt move when you applied the match centers command ?
    Also, how did you create this morph ? Did you use an external program ? Did you have to adjust eyes and teeth ?
    Thanks for your help :)

  • control handles didn't seem to move til i saved it out. object morph created in zbrush & imported, i purposely avoided teeth & eyes because they always give me problems. i know you're having problems with those in your morph too.

  • @janimatrix
    The teeth and tongue aren't a problem because you can translate them. I think we are now awaiting Blackhearted or Nerd to get back on this.

  • yeah they certainly know more than i do about it. still a nice face you're making.

  • @janimatrix
    Thanks. Its still a work in progress, I may yet move eyes and mouth if I get translate sorted out.
    Side view
    0_1550433317479_Ulrika 2 side copy.jpg

  • I am absolutely no help here, but I've gotta say that your face morph is wonderful! Really nice work so far. D:

  • @qazart said in ULRIKA - New face for La Femme HELP:

    Thanks. Its still a work in progress, I may yet move eyes and mouth if I get translate sorted out.

    If you find a good solution to the eyes let me know. my current wip went a bit cross eyed, an x translate sort of fixed it but I'm still not convinced it shouldn't be a rotation

  • @amethystpendant

    It is a rotation. Set side-side in the eyes to 2 and -2 to fix default cross eyes. I'm using x offset to position eyes at the moment which isn't correct. I'm waiting to hear back from Nerd. Touch wood.
    Also I used your Ghostship for Ezskin on the hair. Looks a bit too shiny on this hair (DeRoca) though much better than original.

  • @johndoe641

    Thanks mate !

  • Poser Ambassadors


    Very beautiful and natural looking face. I like it a lot :) Great work!

  • Poser Ambassadors

    I've always had issues getting the match centers to morph auto feature to work correctly. Most of the time it does nothing. I've submitted bug reports about it but for some reason PTB doesn't seem to think there's a problem with it. So maybe there's a step I'm missing that's not addressed in the manual. At any rate, you can set them up manually via the joint editor. There is a video tutorial on SM's youtube channel that demonstrates how to do this, dating back to Poser Pro 2012.

  • Poser Ambassadors

    The time limit for editing a post is way too short.

    ETA: Going the joint editor/manual way takes much longer and is a bit tedious but the trade-off is that you get to decide exactly where you want each of them to go instead of relying on Poser's algorithm to guess where they should be.

  • @ambientshade
    I will hunt out the video. Moving every single control handle would be a right pain. janimatrix suggests that saving & loading the injection worked for him, so I'll try that first. I take it match centers is not going to adjust the eyes though, or am I wrong ?

  • @ambientshade
    Can't find the video. Obviously the control chips didnt exist in Pro 2012. There is a tutorial on moving joint centers in Andy - is that the one ?

  • Poser Ambassadors

    @qazart Yes. Not sure about moving control chips. Theoretically they should follow the bones when you move them but I've never actually tried that.

  • Some success ! By moving and scaling the eyes outside poser, and bringing them back as a morph. The joint centers seem to have moved with the x translation so the more realistic Eye + eyelid appears to work. Unfortunately the program I used isn't very precise. It'll do at a pinch.
    Pretty sure this should be something that can be done in Poser.

    A few of us can't get match centers to morph to work on the face. Nerd seemed to hint that this was so in the video he did a few days ago. The face chips work, even if they are in the wrong place, but it would be better if we can move the chips to their proper positions. Can this be done manually ? If so how ?
    0_1550567770012_success copy.jpg
    0_1550567789689_Femme eyeball copy.jpg

  • @qazart Thanks for that I will give that a go.

    BTW that is a lovely eye material!

    What you could do is move / scale the eye in poser then export each eye (do not use "as morph Target" then reset the eyes and load the exported eye as a new morph, no need for a second modelling app

  • @amethystpendant
    Do not use morph target !! Is that even possible ???? lol
    What I have found is that if you export just the eye, it gives you all the parts of the eye, despite not asking for that, and it will not accept an import as it thinks it has the wrong number of vertices. But if you export head and eyes, it only exports head, left and right eyes, and now you can import.
    Don't ask me - I'm just learning.

    Just love the eye movement dials, the eyes are so expressive. Anyway I can go back to refining the head now :).
    0_1550572569740_Femme eyeb copy.jpg

  • @qazart I feel that there is a completely unnecessary complication involved in this type of solution for facial morphs which involves the eyes. Is it your intent to change the essentially spherical shape of the eyes, or their need to remain in contact with the internal edges of the eyelids to avoid unsightly gaps?

    Any facial morph created, which makes allowance for the unvarying shape of eyeballs, can simply drive proportional changes to the eyes' position and size, without need for any morphs of the eyeball. If you examine a figure which has been doing the right thing in this regard since it's inception, have a look at what the EyeSize, EyeWidth and EyeHeight morphs do in the Victoria 4 figure. If the eyelids get moved apart by a morph, the eyes are simply translated on the X axis. If the eyes need to be bigger, simply scale the eyeballs and translate them backwards in the Z axis so they remain in proper relation to the skin of the eyelids. All of these translations and scaling are done by valueOperations as dependencies of the head morphs. There is absolutely (what never? No, Never!) no need to morph the eyeballs unless their shape offends you!