I need help, how to fix the eye poping......

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I need help, how to fix the eye poping......

Postby hejiabe95 on Tue Jan 02, 2018 12:24 am

Now I am working for some bighead fix, but the eye poping.(I USE blender)
I dont know how to solve this problem.... :oops: :oops: :oops: :oops:
Does anyone can tell me? :bowdown2: :bowdown2: :bowdown2: :bowdown2:
Thank you!!!!!!
God bless u.
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Re: I need help, how to fix the eye poping......

Postby Nikolai1510 on Tue Jan 09, 2018 4:06 am

You dont need to move head model after you scale it.....it is the only one problem that causes eye popping :!:
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Re: I need help, how to fix the eye poping......

Postby hejiabe95 on Wed Jan 10, 2018 2:28 am

Nikolai1510 wrote:You dont need to move head model after you scale it.....it is the only one problem that causes eye popping :!:

I try to use your method, BUT, eye still poping.
I only make a Y-scale(smaller).
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Re: I need help, how to fix the eye poping......

Postby Nikolai1510 on Wed Jan 10, 2018 2:55 pm

hejiabe95 wrote:
Nikolai1510 wrote:You dont need to move head model after you scale it.....it is the only one problem that causes eye popping :!:

I try to use your method, BUT, eye still poping.
I only make a Y-scale(smaller).

It means that you scale head too much. It causes eye popping too...
For example when i want to make head smaller i scale it and test it ingame (eyepopping), if everything ok i finish it.
There are too many heads that are very difficult to scale...so you must be careful, good luck


There are steps more adequate than some of the ones described above when reducing the size of heads.

The most important one is to keep the pivot point of the whole selection in the middle of the eyeShape vertex group so you' re scaling the neck/head towards the eyes. The reason for that is that moving the eyeballs even the slightest will cause animation glitches. With the pivot point set to the middle of the whole head/neck, the eyes may not completely clip through the player's face when doing just a small scaling process (like the .95 mentioned), but it will still mess up a lot of the facial expressions. Also, at least most big man who have big heads in the game require a larger scaling ratio(some of the tallest ones probably closer to .8), and, in those cases, the eyes would often pop out of the sockets.

To set the pivot point to the middle of the eyes, just select them before anything else, press SHIFT + S and select "cursor to selected". Afterwards, just change the pivot point, in the second box after the mode selection box, to "3D Cursor". To ensure that the eyes will move even less out of their original position when scaling, I'd also recommend enabling proportional editing before scaling the selection. To do that, when you press S to use the scale function, immediately press enter to get to the scaling options before resizing anything. Scroll down through the "Resize" bar in the bottom left corner of the screen and change Proportional Editing to "Enabled". Now, hold left click to the left of the value in the X axis until the Z axis or vice versa and then release it so you can select and scale all of them at the same time. This method of scaling also doesn't require any smoothing or fixing at all. The neck might look a bit weird when performing certain animations, but it's not very noticeable and that's basically the tradeoff of keeping the eye animations and face expressions as intact as possible.

Another thing is that there is a way to scale player, hair and facial hair models at the same time; without requiring any adjustments. All that's needed is the blender plugin "MultiEdit". With the plugin installed, load all the models you want to work on, make sure to be in Object Mode and select all of them in the World by holding SHIFT and right-clicking each one. Then, select "MultiEdit Enter" on the bottom left to temporarily turn them into a single object. Select and scale the hair and/or facial hair together with the head/neck. After you're done editing everything, just select "MultiEdit Exit" and export the files one by one. The one mandatory step before exporting them is to change the name of each object to "hihead" and make sure their respective .SCENE file is selected in the Import folder. A "file not found" error will appear when you export a file after changing the Import one, but that doesn't mean anything; the files will be perfectly fine if handled properly.

Lastly, mainly if scaling the head/neck towards the eyes, as I described, reducing the neck length should be necessary in most cases. To do that, just open the appearance_info.RDAT that's inside the png file with any text editor more advanced than notepad and edit the "head.ty" value (yes, not the "neck.ty"). In case the player's appearance file only has basic appearance parameters, which happens to a high number of historic players, importing ALL the proportion parameters from another player's appearance_info will be necessary. Just trying to add "head.ty" (or all the head parameters for that

(c) Abgobryu
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