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Eyebag geometry lines are visible beyond the eye. Jan. 26, 2026, 1:11 p.m.
Thank you for your reply, EZiniT!.
I thought it might be a simple solution hidden somewhere in the viewport settings.
But as you said, the Houdini settings don't provide a satisfactory solution.
The Visibility node seems to be the easiest and simplest solution.
I'll just have to use that.
I thought it might be a simple solution hidden somewhere in the viewport settings.
But as you said, the Houdini settings don't provide a satisfactory solution.
The Visibility node seems to be the easiest and simplest solution.
I'll just have to use that.
Eyebag geometry lines are visible beyond the eye. Jan. 26, 2026, 2:46 a.m.
Problem: Geometry lines are visible all the way to the eyebag behind the eye.
The eyebag is actually a "surface" like skin, a surface that extends over the eye socket.
Therefore, the actual inner face (opposite the normal), such as the back of the head, is not visible.
But strangely, the eyebag surface is visible.
This makes selecting vertices around the eye area very difficult.
I've tried three solutions, but they still don't work.
1) Enable Remove Backfaces (yellow box)
2) Disable Tint backfaces (red box)
3) Disable Area Select Visible Geometry Only (selection mode options)
How can I make these overlapping lines invisible?
The eyebag is actually a "surface" like skin, a surface that extends over the eye socket.
Therefore, the actual inner face (opposite the normal), such as the back of the head, is not visible.
But strangely, the eyebag surface is visible.
This makes selecting vertices around the eye area very difficult.
I've tried three solutions, but they still don't work.
1) Enable Remove Backfaces (yellow box)
2) Disable Tint backfaces (red box)
3) Disable Area Select Visible Geometry Only (selection mode options)
How can I make these overlapping lines invisible?
Image Not Found
Muscle : Bone-based rigging vs Joint-based rigging Jan. 23, 2024, 1:31 a.m.
tamte
it doesn't matter, both of them are just hierarchy of transforms, the difference is that bones have length and therefore define a special type of parent space which is offset from it's root
since nowadays it's more convenient to use KineFX to build or import skeleton you are better off with joint based rig
Thanks for the reply!
Now I can use KineFX without hesitation.