Uncrossing and shifting eyes

SevrinSevrin Posts: 6,313

So looking the promos for this new item reminded me of an issue I've encountered a fair bit, namely the problem of eyes drifting toward the nose and giving a cross-eyed look, even when eyes are at the same angle.  I've had it happen a lot when using the Look at Me scripts, but also when using pose controls to point both eyes in the same direction.  Even if I manually pose eyes, so that they're both supposedly at the same angle, I get this kind of oddness. 

Sometimes I've gone and shifted the eyeball away from the centre of the face in order to have the iris centred more naturally.  Is this an issue with the models, or just a normal part of posing.  

 

Comments

  • SpottedKittySpottedKitty Posts: 7,232

    Which parameter dials are you looking at that are "at the same angle"? Many body parts such as the eyes are controlled by one or more other parameters, and if you accidentally set one off of zero, this will go on down the "chain" of parameters and can affect the final position.

    Things can get even more complicated if one link in the parameter chain has a limit on it, and it's not immediately obvious which one...

  • SevrinSevrin Posts: 6,313

    Which parameter dials are you looking at that are "at the same angle"? Many body parts such as the eyes are controlled by one or more other parameters, and if you accidentally set one off of zero, this will go on down the "chain" of parameters and can affect the final position.

    Things can get even more complicated if one link in the parameter chain has a limit on it, and it's not immediately obvious which one...

    Well, have a loo at the textured promos for the item I linked.  I can't believe that it was the PA's intention to show so many of the characters being crosseyed.  This happens when I do nothing but use the Look at Me script.  I know nothing about rigging, but it's like in some cases the eyes aren't rigged properly.  Is that possible?

  • DustRiderDustRider Posts: 2,903

    This is a fairly common problem.  I usually manually set the eyes to diverge 2-5 degrees, otherwise the figures tend to look cross eyed (using the eye controls, not the pose controls). There have been several threads about it. Hopefully someone more knowledgeable than I will pop in and direct you to the appropriate thread, or shed more light on why this happens. 

    Oh, another trick that can help a bit is to have them point at object farther from the figure. You can also have each eye point at different objects that are separated enough to remove the crossed eye effect.

  • p0rtp0rt Posts: 217
    edited October 2019

    fine tune parameters, typing in the numbers instead of using the slider, you have to balance the diffuse texture with eye socket size, then fine tune the angle

    Post edited by p0rt on
  • Serene NightSerene Night Posts: 17,704

    Bad morphs that conflict can cause cross eyes. I’ve had it happen several times.

  • 3Diva3Diva Posts: 12,010
    edited October 2019

    I've seen this happen sometimes with my renders - it seems to happen if I use like a "look at camera" type of script and the camera is too close to the figure (I have a generic script for that - not Riversoft Art's product. I'm not sure if that product does it too). Usually, if I just pull the camera back a bit and then use the look at camera script and then zoom back in again after posing the eyes with the script it usually does the trick and fixes the slight cross-eyed look.

    I'm not sure if that's the cause of it here, but that seems to be what causes it when I've noticed it with my own renders.

    Post edited by 3Diva on
  • ArtiniArtini Posts: 10,491

    There is also a script, called Look at That II in https://www.daz3d.com/look-at-me-ii-pose-control

    I wonder, if one could create some sphere or the other primitive and put it behind the camera

    and use that script, would that help?

  • DripDrip Posts: 1,251

    I have this all the time. Adjusting the eyes to get rid of any cross-eyes is a pretty standard part of my workflow.

  • TaozTaoz Posts: 10,288

    I experience that too regularly. 

  • QuixotryQuixotry Posts: 919

    Aw, they didn’t look crosseyed to me at the time, but you’re right, that wasn’t on purpose. Anyway, to help clear up speculation, I used Look At Me’s ‘look at camera’ option for all the promos, and it does result in that one eye looking like it’s been turned in just a couple degrees too far in angled shots with the camera close to the face. Nothing in the morphs themselves affects the way the eyes work, never fear. :) It’s just that the eyes looked fine to me at the time of rendering, so I didn’t think to make manual adjustments for each headshot. 

  • SevrinSevrin Posts: 6,313
    Quixotry said:

    Aw, they didn’t look crosseyed to me at the time, but you’re right, that wasn’t on purpose. Anyway, to help clear up speculation, I used Look At Me’s ‘look at camera’ option for all the promos, and it does result in that one eye looking like it’s been turned in just a couple degrees too far in angled shots with the camera close to the face. Nothing in the morphs themselves affects the way the eyes work, never fear. :) It’s just that the eyes looked fine to me at the time of rendering, so I didn’t think to make manual adjustments for each headshot. 

    I didn't mean to call your product out, it's just that I was interested in it and viewing the promos brought to mind the problem I've experienced frequently.  It's easy to imagine it coming up doing a whole bunch of renders in succession like that.

    It's gotten so that I mostly use the Look At Me for figures that aren't looking at the camera anymore.  I already use all the techniques suggested, but I was wondering if there's something obvious and easy peasy I was missing.

  • TaozTaoz Posts: 10,288
    edited October 2019
    Sevrin said:
    Quixotry said:

    Aw, they didn’t look crosseyed to me at the time, but you’re right, that wasn’t on purpose. Anyway, to help clear up speculation, I used Look At Me’s ‘look at camera’ option for all the promos, and it does result in that one eye looking like it’s been turned in just a couple degrees too far in angled shots with the camera close to the face. Nothing in the morphs themselves affects the way the eyes work, never fear. :) It’s just that the eyes looked fine to me at the time of rendering, so I didn’t think to make manual adjustments for each headshot. 

    I didn't mean to call your product out, it's just that I was interested in it and viewing the promos brought to mind the problem I've experienced frequently.  It's easy to imagine it coming up doing a whole bunch of renders in succession like that.

    It's gotten so that I mostly use the Look At Me for figures that aren't looking at the camera anymore.  I already use all the techniques suggested, but I was wondering if there's something obvious and easy peasy I was missing.

    I've noticed that with Look At Me Camera too.  But actually, if you focus on something at a close distance you do get more and more crosseyed the closer you get, so the question is how close to the character the DAZ camera actually would be with a particluar scene and camera setup, if it was a real camera. 

    Post edited by Taoz on
  • With the Look at Me you can set it to pose both eyes as a group instead of individually ( clear the pose eyes separately check box), which helps a lot and is what I normally do.
  • QuixotryQuixotry Posts: 919
    Sevrin said:
    Quixotry said:

    Aw, they didn’t look crosseyed to me at the time, but you’re right, that wasn’t on purpose. Anyway, to help clear up speculation, I used Look At Me’s ‘look at camera’ option for all the promos, and it does result in that one eye looking like it’s been turned in just a couple degrees too far in angled shots with the camera close to the face. Nothing in the morphs themselves affects the way the eyes work, never fear. :) It’s just that the eyes looked fine to me at the time of rendering, so I didn’t think to make manual adjustments for each headshot. 

    I didn't mean to call your product out, it's just that I was interested in it and viewing the promos brought to mind the problem I've experienced frequently.  It's easy to imagine it coming up doing a whole bunch of renders in succession like that.

    It's gotten so that I mostly use the Look At Me for figures that aren't looking at the camera anymore.  I already use all the techniques suggested, but I was wondering if there's something obvious and easy peasy I was missing.

    Oh, no, not to worry. I didn’t feel that you were. :) Since you were asking if it was an issue with the model (whether a specific one or even just G8 in general) I just wanted to confirm that it was because of how I handled the eye posing rather than G8 tending to have odd quirks when posing eyes. Look At Me is an amazing tool, but I positioned my camera so close to the faces that it had to turn the one eye in a bit too far to have it looking at the camera. I should have seen and rotated it back just a tiny bit. And me going “aw” was just ‘cause I had failed to notice that at all while doing the promos, lol. 

  • I find to fix this I have to select the eyeball and fix the posing of the twist/bend/etc.

  • JonnyRayJonnyRay Posts: 1,744

    This is one of the reasons I rarely have eyes "Point at" the camera object itself. I sometimes create a null (called "EyeTarget"), parent it to the camera, and have the eyes Point At that instead. Then I can move EyeTarget to get it to look right. Often it's just a matter of moving the target back from the camera, basically having the character look past the camera.

    The drawback to "Point At" with eyes is the weird thing where the eyes get lost when reloading the scene. I have to "wiggle" the EyeTarget null to get them to refocus.

    Also, a shoutout to V3Digitime's Ultimate Pose Master product which has an eye path indicator and tools in the interface to adjust the side-side / up-down controls.

  • SevrinSevrin Posts: 6,313
    JonnyRay said:

    This is one of the reasons I rarely have eyes "Point at" the camera object itself. I sometimes create a null (called "EyeTarget"), parent it to the camera, and have the eyes Point At that instead. Then I can move EyeTarget to get it to look right. Often it's just a matter of moving the target back from the camera, basically having the character look past the camera.

    The drawback to "Point At" with eyes is the weird thing where the eyes get lost when reloading the scene. I have to "wiggle" the EyeTarget null to get them to refocus.

    Also, a shoutout to V3Digitime's Ultimate Pose Master product which has an eye path indicator and tools in the interface to adjust the side-side / up-down controls.

    Doh!  I've actually purchased that product but haven't spent time with it.   Thanks for the pointer.

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