>>2878507You gotta take your meds, anon. They were prescribed for a good reason.
>>2878508The FollowingEye (
https://bowlroll.net/file/737) effect? It's a "shader" (object-based) effect that you need to assign to the pupils and turn the left and right pupil bones (右 / 左目) 180 degrees on the Y axis, and it rotates the pupils based on the camera position and preset limits. Since it's a shader (and the included "adaptation" doesn't work in MikuMikuMoving either), which prevents you from using other effect systems, it's more desirable to use a morph, commonly named コッチミンナ / カメラ目 / カメラ目線, that shifts the irises deeper into the sockets, along with eye whites, stronger toward the center, creating a concave or, if you have too few vertices, a cone-like shape. This results in socket edges and irises themselves partially covering the pupils, which creates the illusion of looking at the camera. If your model has round eyeballs, like the aforementioned Sin Sack, or convex pupils, like Montecore models, it will be harder. If the model's pupils are not flat on the Z axis, use PMXView > F2 > Handle Operation: Tension Movement along with Virtual Axis (A). Select one eye's relevant vertices, orient the handle by dragging its rotation circles in the regular Compound: Move mode (with VA), switch to Tension Movement, drag them along the new axis. Be careful not to change the selection, as it resets the orientation. You might get lucky, and it will calculate the correct axis of your selection automatically, but don't bet on it. Once done, reflect the changes through Morph Editor > Edit (E) > Mirror Edit (M).
You can also try to flip the vertices through F4 and negative scaling, but I find it more tricky than the above when the mesh has no axis symmetry.