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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Script to make poser figure look into camera?


Alpharius ( ) posted Tue, 23 September 2008 at 12:36 PM · edited Fri, 22 November 2024 at 4:35 PM

Does any one know of an automated way to make a poser figure look into the camera?  

I've searched all over the internet with no luck in finding any automated way.  I was sure there had to be some sort of a script that can do it, but maybe its more complicated than I was thinking.  Anyone know of a way?


Jestertjuuh ( ) posted Tue, 23 September 2008 at 12:46 PM

I did that a few times using "point at".

You find it under "Object"

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nghayward ( ) posted Tue, 23 September 2008 at 1:01 PM

The "point at" wil work for the eyes. But I don't think it will work for turning the face towards the camera if that's what you need. Sorry I have no solution if that is the case


Jestertjuuh ( ) posted Tue, 23 September 2008 at 1:08 PM

I had the eye's in mind with "point at" indeed.

Never used it on the head eather.

Is it for animation?

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hborre ( ) posted Tue, 23 September 2008 at 1:11 PM

I believe there is a script over at RuntimeDNA which can control both eyes at once.  But that doesn't answer the question.  The true and tested procedure is what jester posted, have each eye point at the camera.  Just make sure that the camera is set up in it's final position.  Better yet, create a sphere prop, point the eyes at the prop, position the prop and then make it invisible.  And if you happen to move the camera accidentally, the eyes won't go rolling up into the head.  (Frightening thought!)


Alpharius ( ) posted Tue, 23 September 2008 at 1:14 PM

Much thanks to each of you for your feedback!  As soon as I finish a render, I'll give all of your ideas a try.


kuroyume0161 ( ) posted Tue, 23 September 2008 at 1:21 PM

I think that a script would be best here if you want to control both the eyes and head.  My thinking is that you probably want some level of tracking between the eyes and head, say so many degrees of eye rotation starts the head rotating instead.  That might work with PointAt but it may look unnatural or comical having both the eyes and head following the camera in lockstep.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


Tashar59 ( ) posted Tue, 23 September 2008 at 1:30 PM

Why not parent the head to a prop and use the point at on the prop then you can control both head and eys to what frame you want.


PhilC ( ) posted Tue, 23 September 2008 at 1:34 PM

file_414399.jpg

Point At aligns the axis of the object to the pointed at object. It does not work well for a head because the axis of the head is generally from the neck out through the top of the head. The solution is to move the head's end point using the joint editor.


hborre ( ) posted Tue, 23 September 2008 at 1:38 PM

I think the problem with the point at... where the head is concerned is having the face follow the prop rather than the head.  Must try this out, but I believe the head as a whole will have a tendency to move with the prop.  But again I could be wrong.


kuroyume0161 ( ) posted Tue, 23 September 2008 at 1:54 PM

Without IK, yes, it will follow the prop.  One would need to be careful not to translate the prop and make sure the prop moves with the body (etc. etc.).  Seems overly complex.

My thought is this:  If you don't mind an extra bit, add a prop near the camera.  PointAt the head to the prop (following PhilC's advice about the End Point!).  PointAt the eyes to the camera.  Now you have control of both the head and eyes.   This is a bit more piecemeal as you now have two
'controllers' (to the rest of the 3D world, this is the correct terminology), but you have very precise control of both movements: head and eyes.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


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