Need help with Eye Morphs

I've been learning how to Morph with Blender. I was wondering though about the eyes.

I wanted to change the eyelid size and shape.  While in Sculpt mode I can't seem to grab the eyelid without also grabbing the eyeball, therfore changing the whole shape of the Iris. And if I try to modify it in Edit mode I can't grab the entire eyelid because it is too enmeshed with the eyeball.

I think I need to be able to Morph the figure without the eyes. I tried deleting them in Blender but when I loaded it back in Daz thought the Morph loader it gave me an error message. I think because I removed vertices it didn't match.

I can check 'split' while loading the figure into Blender. which then allows me to work on only the lid, but then again while loading the figure back into Daz it give me an error message.

Does anyone know how to export a figure in such a way that I can work the figure in sections?

Comments

  • You could try selecting the mesh of the eyes and moving it a set number of units up (or back, or right - as long as it's out of the way) then move it back when doen morphing. However, I'd be surprised if Blender's sculpting didn't support masking which would leave the eyes visible but unchanged - without that it's going to be hard to avoid poke-through..

  • DigiDotzDigiDotz Posts: 515
    edited January 2016

    In Blender -You could select the surface(s) and hide them in edit mode pressing H. It should not then be effected by falloff etc

    Maybe theres a way to still see the eye while editing I havent found yet so..

    +still "keep vert order" when importing

    blendereyes.png
    500 x 271 - 126K
    Post edited by DigiDotz on
  • Slms34Slms34 Posts: 75

    You could try selecting the mesh of the eyes and moving it a set number of units up (or back, or right - as long as it's out of the way) then move it back when doen morphing. However, I'd be surprised if Blender's sculpting didn't support masking which would leave the eyes visible but unchanged - without that it's going to be hard to avoid poke-through..

    Yeah I was wondering about that last night. I will have to go to the Blender forums and see if there's a way to do that.

    DigiDotz said:

    In Blender -You could select the surface(s) and hide them in edit mode pressing H. It should not then be effected by falloff etc

    Maybe theres a way to still see the eye while editing I havent found yet so..

    +still "keep vert order" when importing

    I'm confused becasue they only way I can select the whole surface of the eyeball and hide it , is if I import it into Blender as 'Split' If I "keep vertex order' it loads as one solid model. if I hide one part it hides it all.

  • DigiDotzDigiDotz Posts: 515
    edited January 2016

    You need it as one solid model in blender.  once in editmode "deselect all" first if its all highlighted

    --earlier I should have said select the different "materials" of the eyes in edit mode  and then press H (with mouse pointer in viewport) or what you dont want to be morphed

    in the example below just 2 parts are selected but select and hide other eye parts too

    blendereyes2.png
    800 x 479 - 309K
    Post edited by DigiDotz on
  • Slms34Slms34 Posts: 75
    DigiDotz said:

    You need it as one solid model in blender.  once in editmode "deselect all" first if its all highlighted

    --earlier I should have said select the different "materials" of the eyes in edit mode  and then press H (with mouse pointer in viewport) or what you dont want to be morphed

    in the example below just 2 parts are selected but select and hide other eye parts too

    Oh I see what you mean! Thank you so much! I got it now. :)

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