Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 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.
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.
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.
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.
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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?