odf opened this issue on Oct 27, 2008 · 13981 posts
lesbentley posted Tue, 25 August 2009 at 12:55 AM
Quote - I'd love to know how those morphs work for opening the eyes and moving the eyeballs at the same time - eye motion controlled by a head morph that is, such as what V4 has.
In the case of my crappy "LidSynch-01_LB.pz2" it is a simple JCM (Joint Controled Morph). You just put slaving code in the in the targetGeom (morph) channels to tell them which channel to slave to, e.g:
valueOpDeltaAdd
Figure
rEye
xrot
<span style="color:rgb(0,204,255);">deltaAddDelta 0.033000</span>
The code goes under the "interpStyleLocked" line in the appropriate actor. If you are coding directly into a cr2 use the actor number, eg:
Figure <span style="color:rgb(255,0,0);">1</span>
rEye<span style="color:rgb(255,0,0);">:1</span>
If the code is going in a pz2, leave the numbers out. You can also do it the other way round "MCJ", and have the morph control the movement of a joint. Say a morph moves the eye sockets forwards, you could add slaving code to the 'ztran' channels in the eyes, so that the eyes move forwards as the morph is expressed. The tricky part is getting the 'deltaAddDelta' value (control ratio) right. For more info see:
http://www.rbtwhiz.com/rbtwhiz_ERC.html
Also see the following thread, look for the post "The Monster Eyes Problem (part 1)." about 3 posts down on the linked page. Note that the examples from that thread use "leftEye" and "rightEye" most recent figures including Antonia use "lEye" and "rEye".