---nikoli Posted April 9, 2023 Posted April 9, 2023 (edited) Has anyone remade the eye mesh? Usually, it's not an issue with the eyes, variation isn't noticeable. The vanilla mesh has a 7° to 10° tilt to the eyes and, when making high-def replacement textures that also alter the eye-whites, it becomes apparent. Though this can be individually corrected in pose edit, it's one more step that I'd like to do away with if I could. During character creation, you have the ability to move the eyes up/down, left/right, in/out, but there isn't an option to rotate them in the orbital socket to straighten them. Edited June 15, 2023 by nikoli grimm punctuation, spelling fix.
Daspex Posted April 10, 2023 Posted April 10, 2023 On 4/9/2023 at 7:44 AM, nikoli grimm said: Has anyone remade the eye mesh? Usually, it's not an issue with the eyes, variation isn't noticeable. The vanilla mesh has a 7° to 10° tilt to the eyes and, when making high-def replacement textures that also alter the eye-whites, it becomes apparent. Though this can be individually corrected in pose edit, it's one more step that I'd like to do away with if I could. During character creation, you have the ability to move the eyes up/down, left/right, in/out, but there isn't an option to rotate them in the orbital socket to straighten them. Do you use the standard body?
---nikoli Posted April 10, 2023 Author Posted April 10, 2023 (edited) 7 hours ago, Daspex said: Do you use the standard body? I've found this issue with all the bodies, though I prefer using the Xbody for my female characters, this issue affects all three body types, vanilla and remade bodies alike. I'm not sure why the original creators decided to attach the eyes to the body rather than the head. I've tried altering the positional information in the body.bs file but it doesn't seem to affect the eyes in-game, so there must be another hidden area that overrides that information. VANILLA EYE ROTATION INFO IN BODY.BS: STransform :local_498 . { SSimpleTransform.Translation Vector3f( 0.002000000095, -0.001000000047, 0.0120000001 ); SSimpleTransform.Rotation Vector3f( -1.67386055, 1.858355403, -93.22626495 ); Object.Name "Seye_L_group"; }; ... STransform :local_561 . { SSimpleTransform.Translation Vector3f( -0.002000000095, 0.001000000047, -0.0120000001 ); SSimpleTransform.Rotation Vector3f( 1.67386055, -1.858362556, 86.77373505 ); Object.Name "Seye_R_group"; }; I use Hook5$, which does give me a few more options on fine tuning the eyes in-game. Unfortunately, when you start with crap no matter what you do it's never going to transform into a diamond, which is why I was looking to see if someone had remade the eye meshes to actually be symmetrical and orientated correctly. EDIT: I'm talking about the initial rotational orientation of the iris and eye-white in the socket being skewed from vertical, not the height, width, or depth, of the eyes which would be different on every individual. Edited April 10, 2023 by nikoli grimm
Daspex Posted April 11, 2023 Posted April 11, 2023 13 hours ago, nikoli grimm said: I've found this issue with all the bodies, though I prefer using the Xbody for my female characters, this issue affects all three body types, vanilla and remade bodies alike. I'm not sure why the original creators decided to attach the eyes to the body rather than the head. I've tried altering the positional information in the body.bs file but it doesn't seem to affect the eyes in-game, so there must be another hidden area that overrides that information. VANILLA EYE ROTATION INFO IN BODY.BS: STransform :local_498 . { SSimpleTransform.Translation Vector3f( 0.002000000095, -0.001000000047, 0.0120000001 ); SSimpleTransform.Rotation Vector3f( -1.67386055, 1.858355403, -93.22626495 ); Object.Name "Seye_L_group"; }; ... STransform :local_561 . { SSimpleTransform.Translation Vector3f( -0.002000000095, 0.001000000047, -0.0120000001 ); SSimpleTransform.Rotation Vector3f( 1.67386055, -1.858362556, 86.77373505 ); Object.Name "Seye_R_group"; }; I use Hook5$, which does give me a few more options on fine tuning the eyes in-game. Unfortunately, when you start with crap no matter what you do it's never going to transform into a diamond, which is why I was looking to see if someone had remade the eye meshes to actually be symmetrical and orientated correctly. EDIT: I'm talking about the initial rotational orientation of the iris and eye-white in the socket being skewed from vertical, not the height, width, or depth, of the eyes which would be different on every individual. Yeah,could be something in anim01.bs,afaik there are also entrys for eye's,maybe it could be changed in there.
---nikoli Posted June 15, 2023 Author Posted June 15, 2023 I found a 6-minute YouTube tutorial that that addresses how to fix this issue for VX users. --- 4:45 into the video to get to the pertinent information. It's a simple fix that shows you how to adjust the vanilla games incorrect numbering on STransform :local_56571 and STransform :local_56587 (which affect the eye orientation and focus) of the anim01.bs file located in the TheKlub17\VX-Mod\Scenes\Shared\Body folder. It took all of 5 minutes to open, correct, and close the file, fixing an issue that has been in this game since day one.
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