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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: Poser 4 figure's eye alignment


moushie ( ) posted Sun, 18 November 2012 at 11:51 AM · edited Tue, 24 December 2024 at 7:55 PM

In Poser 4 (sorry, still my preferred program), can anyone tell me how to calibrate a figure’s eye so that when you select Point At> Main Camera the eye actually points at the main camera?


cedarwolf ( ) posted Sun, 18 November 2012 at 12:10 PM

"Point at" is good.  I usually create a primitive ball and have the eyes point at that, then when you move the ball the eyes follow. Be sure to make the ball invisible before rendering. I'm sure you could point them at the camera.

 

I've always wanted to animate one of my portait pictures where the eyes track back and forth across the image...haunted house type thing.


LaurieA ( ) posted Sun, 18 November 2012 at 12:12 PM

Sorry, it's been at least 10 years since I used Poser 4. Does it even have Point At? LOL

Laurie



moushie ( ) posted Sun, 18 November 2012 at 12:24 PM

Yes, it's useful, and yes, Poser 4 does have Point At, but some of my figures need the eyes calibrated. I appeciate the intent but this is a serious question; please don't post unless you believe you have an answer.


wimvdb ( ) posted Sun, 18 November 2012 at 12:47 PM

Attach a primitive to the camera, parent it to the camera, then move it at a distance away from and behind the camera. Then do a Point At the primitive for the eyes

Pretty much as Cedarwolf said

 


cedarwolf ( ) posted Sun, 18 November 2012 at 12:51 PM

Okie doke...thought it was a serious answer.  I failed to find any humore in it but I hope you find the serious answer you are looking for.


moushie ( ) posted Sun, 18 November 2012 at 1:27 PM

I'm sorry, I haven't made myself clear. The eyes do point, accurately on some of my figures but not on others. There is an alignment process via Joint Editor that I have forgotten.


hborre ( ) posted Sun, 18 November 2012 at 1:30 PM

Calibration is perhaps a wrong choice of word.  There are some fixes available for eyes on some figures, but you fail to mention which ones you are using.  Wimvdb has the best solution moving the primitive a distance from the figure.  Cedarwolf also offered a similar alternative.  But, again, without a clear mention which figures have a problem, we can't offer much in turn of where to look.


lesbentley ( ) posted Sun, 18 November 2012 at 7:12 PM

Point At works along a line that starts at the 'origin' ("Center Point") of the pointing item, and runs through its endPoint, and finishes at the origin of the Point At target. Thus the orientation of the pointing can be controlled via the position of the pointing item's endPoint relative to its origin.


lesbentley ( ) posted Sun, 18 November 2012 at 8:33 PM

file_488686.jpg

When the Joint Editor is open, the origin of the selected item will show as a green cross-hair, and the endpoint will show as a red cross-hair. When the cursor hovers over the center of a cross-hair, it will change to a circular shape, and you can then click and drag the cross-hair via the pointing device (mouse). You may find viewing through orthogonal cameras (Front, Top, Left, etc) makes exact positioning easier to achieve. You can also set the positions via the Joint Editor's numeric fields.

It seems that with real eyes, the pupils do not point straight ahead when focused on infinity, but instead they are splayed out somewhat. In Antonia Polygon, Jessi, and some other figures, the pupils point out to the side when the eyes are zeroed. In Antonia each eye is splayed out by approximately 5 degrees. In the P4 figures the the pupils do not point outwards.


moushie ( ) posted Mon, 19 November 2012 at 12:02 PM · edited Mon, 19 November 2012 at 12:03 PM

Thank you LesBentley! Precisely the answer I was looking for, and I mean precisely -- with that illustration it could not be clearer

I appreciate everyone's thoughtful input on this, without exception, including cedarwolf's.


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