How to stop eye morph from messing up the eye? Genesis 9.

I applied a body morph to the G9 figure and then made a custom eye morph in Blender. At first everything looked fine, but I later realized the cornea was a bit too large. I slightly reduced its size and repositioned the eyes.

The problem is that after applying this updated morph, the eyes get completely messed up. This doesn’t happen if I only scale and reposition the eyes without actually modifying the eye geometry.

I’m not sure why changing the cornea geometry causes this behavior, or what I’m doing wrong when creating the morph.

Since it will not let me upload videos, I've attached a gif showing what happens when I apply the morph. I would also show the change I made in Blender but it doesn't let me upload it. Essentially, I took the vertex that protruded the most on the cornea and used proportional editing to push it back slightly. This made the cornea a bit smaller and rounder, and positioned it closer to the inner part of the eye.

Comments

  • crosswindcrosswind Posts: 9,697

    The GIF you attached seems just a static image. I couldn't see how the eyeballs get messed up ... what part of the eyeballs was a bit too large to be exactly ? Irises ? Pupils ? I don't think it should be cornea ~ 

    Besides, there's no separate cornea geometry on G9's eyes... not sure what geometry you really modified with Blender ~~

  • In Blender, I separated the external part from the rest of the eye, pushed the cornea back, and then joined them together again.It’s likely that separating part of the eye and then joining it again is what causes the issue, but I don’t see why this would happen when you can separate one eye from the other and join them again without any problems. As for what happens in DAZ, I’ve attached an image of the eyes below.

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    Eye messed up.png
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    Eye messed up 2.png
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  • lilweeplilweep Posts: 2,782
    edited February 8

    onemorehereiam said:

    In Blender, I separated the external part from the rest of the eye, pushed the cornea back, and then joined them together again.

    It’s likely that separating part of the eye and then joining it again is what causes the issue,

     Blender will mess up the vertex order if youre separating and rejoining mesh.  You would need to restore vert order if you wanted to go this route.  There are two plugins on gumroad etc. for fixing vert order, one works one doesnt.  But there's no point doing this anyway; just hide the part you dont want to see and then unhide it afterwards.

    cornea should be quite protruding for people's eyes
     

    Post edited by lilweep on
  • crosswindcrosswind Posts: 9,697
    edited February 8

    Right, agreed with lilweep. The quickest way is to select the polygons of cornea part with Geometry Editor in DS, create a Selection Set and hide it. (screenshot 1)

    If you do need a morph, do not separate cornea part in Blender. Instead, a better way is to use Face Set from Edit Mode Selection in Sculpt Mode to Mask the non-Cornea area, then flatten / smooth the cornea ~~ (screenshot 2 ~ 3) 

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    Post edited by crosswind on
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