change horizontal spacing of eyes? (bone structure)

Hi, Is there a way to make a model's eyes farther apart? Also, there seems to be no proper documentation for this program. I had a feeling that "geometry editing tool" might be the solution to my issue, but upon looking in the extremely under-whelming "help", i got a very not-in-depth explanation of the interface (the pdf), then some videos of a guy running an old version of DS with a Russian interface, drawing horrible things with his pen tablet. Online things have explanations with lots of assumably awesome pictures... which are all broken links. Typing "geometry editing tool" into the help within the application returns nothing. Do I really have to show up here every time I need to know how a tool works?
Comments
You don't use geometry editing for that, you use a morph. Which figure are you using? All of them have their own sets of morphs that include all sorts of customization options like that.
Genesis 2 Female: http://www.daz3d.com/genesis-2-female-morphs-bundle
Genesis 2 Male: http://www.daz3d.com/genesis-2-male-s-morphs-bundle
Genesis: http://www.daz3d.com/genesis-evolution-morph-bundle
Victoria 4: http://www.daz3d.com/victoria-4-2-morphs
Micheal 4: http://www.daz3d.com/michael-4-morphs
(They're expensive but they go on sale a lot)
The Geometry Editor is mainly for editing groups of various kinds and for making selections for weight editing, it isn't a modelling tool. What you need to do is to take the mesh (exported as OBJ) into a modeller, change the shape (being careful not to distort the eyes), then load that as a morph target (Morph Loader Pro), adjust the rigging to the shape (so that the eye centres were correct - Edit>Figure>Rigging>Adjust Rigging to Shape, with the morph set) and finally use ERC Freeze to link the rigging changes to the shape property (Not too complex, but a bit long for a parenthetical comment - there are several threads on this process).