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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
Chanc, what are you trying to accomplish? And what version of poser? If you are trying to use a prop to have both eyes move and follow the prop as you move it, the fastest way is to select each eye , go to the Object menu and Point At ... (your prop).
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Consider me insane if you wish, but is your reality any better?
What bwldrd said.
It doesn't look like you can parent the control props to a single object and control both simultaneously. You can parent them but it won't achieve the desired effect.
Nor can you create a control handle chain wherein a master control handle will slave multiple control handles, at least not through the Object: Convert Prop to Control Handle command. Not sure if such a chain can be set up with the dependency editor or not. I should read the manual on this topic, I wouldn't be surprised if this problem can be solved that way.
The advantage that the control handles have is that they will also control any ERC (or dependencies) that link the eyelid morphs to the rotations of the eyes, giving a much more natural effect. Something that the point at feature doesn't do.
Note that the strength of point at for each eye can be adjusted via the eyes parameters, sometimes values less than one offer a more natural result. Also, if you wish to remove the point at effect for each eye simply choose object: point at again for each eye and select the none button at the bottom of the resulting pop up hierarchy.
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Disclaimer; my above comments are the results of cursory testing.
Maybe I was holding it wrong.
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@EldritchCellar,
Yes, you can use a master dial in a prop and have it drive morphs, movement, etc in a figure. I have done this with karina's naughty prop to control morphs and the controllers in La Femme naughty area to have it open, spread, close, etc. when I use the dial in prop. Of course you need to save the prop & figure together in the library to use it again later, without having to set it up every time. I'm unsure if posers library saves this way, as I use Shaderworks Library Manager 2 to do this, when I need to as it gives you the option to save figure and any clothing, props, etc attached to it as an individual item cr2 or as a complete group as one cr2.
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Consider me insane if you wish, but is your reality any better?
I'll have to give that Library manager a look see.
I noticed that La Femme had handles down yonder, haven't really given the LF Pro a gander yet, just bought it a few days ago. I can remember the days of PoseidenTech's v4 cr2's and RajDarj's G spot (probably butchered those names) now official Poser content is equipped with labia handles out of the box.... errrrr. What's the world coming to?
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Think it's time for a forum avatar change... this ones starting to give me the creeps lol
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If it's only about controlling both eyes simultaneously, I wouldn't use the "point at" option because it's "all-or-nothing": Once it's set there's no way to control the eyes other than by moving the control prop. Any attempt at posing the eyes (or a single one) with the dials is futile.
I've gone to great lengths to make eyes control a simple to handle matter in SASHA-16. You can either:
In both cases the other eye will follow because the rotations are cross-linked. This is the easiest way to achieve this; however it requires 16 lines of manual .cr2 editing.
The plus of this solution is that you can easily control both eyes with the flick of the mouse or a dial, while expressions which include eyes rotations will still work.
The negative is that it's again an "all-or-nothing" solution because it's hard-coded into the .cr2 file and can't be changed within Poser during runtime. It works fine as long as both eyes need to look into the same direction.
But as soon as you need the eyes "cross-eyed" or whatever, you need another ghost bone for each eye to control each eyeball's geometry individually.
If you have SASHA-16, you can see how it works normally. If you look at the dials in each eye's "EYE AXIS OVERRIDE" group: Now you can tweak the eye axis individually while still keeping both eyes in general synch.
Of course this means a bit of work the first time. But once you have created your first base figure with those features, you would save it as a preset to your library anyway, for future use, wouldn't you?!
If you are interested in how this works in detail, just ask!
K
I'm interested in this 16 lines in a .cr2 sorcery Karina. I think that if its ERC I could automate it with Netherwork's Spawn though. The override part would be more tricky. ATM I have a massive migraine so the idea of starting Poser and looking at Sasha sounds awful...
Anyway, interested for further reference.
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Aww - sorry to hear about your migraine! My aunt often suffered from migraine in the past, and she was completely out of action for several days during the attacks.
I'll explain everything you need to know.
Just a question: What program do you use for editing .cr2 files?
I still use D3D's "Poser File Editor" because it's simply the best. However, any text editor will do; it'll just be more clunky to scroll across all those lines of code (actually, 2.2 million(sic!) lines for a vanilla SASHA with the standard morphs injected...)
K
I use Stalling's cr2 editor. I've used text editors in the past. I'm not sure that D3D's Poser file editor works in windows 10 otherwise I'd purchase it.
I just recently started using a windows machine, in the past I used only mac. Hence I used a robust text editor to dig around in Poser files, as all of the dedicated Poser file editors were windows only.
Apologies for getting back so much later but I play Dungeons and Dragons with a group of old friends all day and into the evening on Sundays...
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EldritchCellar posted at 8:21PM Sun, 12 April 2020 - #4386084
I use Stalling's cr2 editor. I've used text editors in the past. I'm not sure that D3D's Poser file editor works in windows 10 otherwise I'd purchase it.
No problem mate! Can you provide me with a link to that editor? (because I've never heard of that one before)
I just want to make sure that we both use the same to make the necessary changes. Because I've had afterthoughts:
While it is quite easy(16 lines of code) to add the eye synch to a .cr2
it might need a more sophisticated editor to add the additional helper bones to a .cr2 (without the need to use the Setup Room with all it's quirks and side-effects)
The problem isn't the code per se (which is quite straightforward). It's more of finding the right lines in all those 2.2 M lines of code - where to insert the code.
K
Just an observation on Point At, the pointAt dials can themselves be controlled by valueOperations (ERC) and will take intermediate settings between 0 and 1, where they act accordingly: at 0, rotation dials are in full control, at 0.5, rotation and pointAt have equal, reduced influence, and at 1.0, pointAt operates along.
The PointAt feature really is missing some required functionality, as in actually adding its influence to the actor's rotation dials, as though it were another form of ERC/valueOperation. In such a scenario, pointAt strength could then be dialled back when an eyeball reaches the end of its rotation limits (if applied).
I've used a similar pointAt operation to simulate gravity, by having a magnet rotate a ponytail or hair part and point at a nadir prop set at 0, -maxint, 0. The difficulty is imposing limits on pointAt, so I used a python callback instead, to extract the Euler angles and apply them to set rotation keyframes instead. For each frame that needs the gravity/pointAt effect, the script will set rotations, then when completed, Another script will kill the callback and the dial rotations take sole effect.
Save this as .py in the same folder as the hair prop .pp2 file
# HamptonGravity.py
# (c) 2018-2020 Geoff Hicks (an0malaus|GeoffIX|gwhicks)
#
# Callback function to apply gravity to HamptonHair prop.
# Pitch is applied to CTRLSwing.
# Roll is applied to CTRLSway.
# Script should be co-located with the Hair Prop.
#
# v1.0 20181101 Initial version based on ParisHairGravity.py v1.1
# Added kEventCodeACTORSELECTIONCHANGED and kEventCodePARMCHANGED to watchCode
# Look a bit harder for the 'HamptonHair' prop, in case it's parented to the current figure, but not
# actually selected.
# v1.1 20190114 Add copysign to math module explicit imports
# v1.2 20200408 Added Side and Back deformers and overall Control parameters to HamptonHair instead of just Bangs.
########################################################################################################################
version = '1.2'
debug = False
pitchParmName = 'CTRLSwing'#'CTRLBangsSwing'
rollParmName = 'CTRLSway'#'CTRLBangsSway'
import poser
from math import atan2, asin, degrees, copysign
def getAngle( actor, bScale ):
WM = actor.WorldMatrix()
## Define required cells of matrix. Note: bScale is propagating scale of the figure to which the prop is parented.
WM12 = WM[0][1]/bScale
WM22 = WM[1][1]/bScale
WM31 = WM[2][0]/bScale
WM32 = WM[2][1]/bScale
WM33 = WM[2][2]/bScale
if abs( WM32 ) > 1.0: # Out of [ -1 .. +1 ] range for arcsine, so crop to valid range
if debug:
print 'WARNING: WM32 out of valid arcsine range [-1..1] ({})'.format( WM32 )
WM32 = copysign( 1.0, WM32 )
AngleX = degrees( asin( WM32*-1 ) )
AngleY = degrees( atan2( WM31, WM33 ) )
AngleZ = degrees( atan2( WM12, WM22 ) )
if debug:
print 'Euler Angles {}, {}, {}'.format( AngleX, AngleY, AngleZ )
return ( AngleX, AngleY, AngleZ )
def HamptonActor():
actor = poser.Scene().CurrentActor()
if actor:
if actor.IsProp() and 'Hampton' in actor.Name():
return actor
else:
figure = actor.ItsFigure()
if figure:
for actor in figure.Actors():
if actor.IsProp() and 'Hampton' in actor.Name():
break
else:
return None
else:
return None
return actor
def HamptonUpdate():
scene = poser.Scene()
actor = HamptonActor()
if not actor:
return
pitch = actor.Parameter( pitchParmName )
roll = actor.Parameter( rollParmName )
if not ( pitch and roll ):
return
bScale = 1.0
figure = actor.ItsFigure()
if figure:
body = figure.RootActor()
if body:
bScaleParm = body.ParameterByCode( poser.kParmCodeASCALE )
if bScaleParm:
bScale = bScaleParm.Value()
( aX, aY, aZ ) = getAngle( actor, bScale ) # We only care about the pitch (aX) and roll (aZ)
newPitch = -aX
newRoll = -aZ
needDraw = False
if pitch.Value() != newPitch:
pitch.SetValue( newPitch )
needDraw = True
if roll.Value() != newRoll:
roll.SetValue( newRoll )
needDraw = True
if needDraw:
scene.DrawAll()
scene = poser.Scene()
watchCode = poser.kEventCodeKEYSCHANGED | poser.kEventCodePARMCHANGED | poser.kEventCodeACTORSELECTIONCHANGED
def HamptonCallback( iScene, iEventType ):
if ( iEventType & watchCode ) != 0:
HamptonUpdate()
scene.SetEventCallback( HamptonCallback )
### END ###
You can replicate this for any hair prop with a magnet set to move a ponytail, or even an eye/multiple eyes simply by adjusting which parameters get the Euler angles assigned.
The StopGravityUpdates.py script below stops all callbacks.
# StopGravityUpdates.py
# (c) 2018 Geoff Hicks (an0malaus|GeoffIX|gwhicks)
#
# Clear the Callback function installed by any Hair Gravity scripts.
# This is literally the shortest Poser Python Script I have ever written!
#
# v1.0 20180926 Initial version to match ParisHairGravity.py
########################################################################################################################
version = '1.0'
debug = False
import poser
poser.Scene().ClearEventCallback()
### END ###
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
@karina
Sure. It was once hosted on Englishbob's Poser Site ' Morphography'. The site no longer exists but you can find the download on a internet archive snapshot. The version linked works in windows 10 fine...
https://web.archive.org/web/20190913140540/http://www.morphography.uk.vu/dlutility.html
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Haven't tried loading Sasha into it though. She might crash it. I'm at work right now but I'll test sometime this evening...
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Hello Eldritch,
thank you! I downloaded it and gave it a spin. It loads SASHA OK, but there's no way to insert the code we need to achieve what we want.
So we probably have to resort to doing it manually. I'm currently writing the tutorial for this.
In the meantime, I'd suggest you google for "EditPad Lite". It's free and opensource. It's my weapon of choice when editing large - I mean, really huge(!) - text files.
You'll need it for the upcoming editing of the .cr2 files.
K
Downloaded EditPad Lite. Thanks for the suggestion.
On a similar note, does anyone know if D3d's PFE runs in windows 10? The product page is vague...
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And thanks to an0malaus for that script, although I'm not quite sure what I'd do with it... it's for a specific hair prop?
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@EldritchCellar PFE works great in Win 10. ;)
"Dream like you'll live forever. Live like you'll die tomorrow."
@EldritchCellar, yes it is for a specific hair prop, but the HamptonActor() method just has a prop and name test, so changing the name could select any prop. I made different versions of the script so I could simultaneously control different hair props.
To make using the magnet easier, I added valueOperations to the magnet prop's rotations, so it could be controlled by channels on the hair prop. The gravity script sets Euler angle keyframes for the 'pitchParmName' and 'rollParmName' parameters on the hair prop. Those are the ones that control the magnet orientation. They could just as easily control the magnet rotations directly, but magnets don't default to having very unique names, so I chose to do it via the hair prop itself.
In the case of eyes, you could certainly have the script aim each eye separately. I have such a script I call LookAtCamera, but I've extended its pose options to aligning eyes, head, neck, chest and abdomen rotations so that each has an appropriate proportion of the rotations needed to have the figure's eye look directly at the current camera. It specifically relies on master channels I've added to the V4 figure to do so. It requires significant work to add the same to an arbitrary figure, so I haven't made it available, but the concepts are applicable. In some senses, it's like Inverse Kinematics for the eyes of a figure, but IK ignores locked or missing rotation channels on actors and badly integrates with animation when it needs to be turned on and off again.
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
I've been using Notepad++ when I've needed to edit Poser scenes or Cr2 files on Windows. Like BBEdit on macOS, it transparently supports compressed poser files (p2z, pzz, crz, etc)
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
Ahhh. Thanks an0malaus.
@Ghostman
Cool. Thanks!
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How to synch the eyes of a figure and add two extra bones to still control each eye individually at the same time
The goal of this tutorial is to achieve that both eyes can be rotated either with the mouse or with the up-down/side-side dials.
The former is rather straightforward and can be achieved with just 16 lines of additional code in the Figure's .cr2 file.
The latter requires more work, and you should have basic knowledge about the joint Editor.
But if even I could do it, then you can too!
LET'S GO!
Preparation:
It's quite easy to mess up in this process, >>> so create a new version of your original .cr2 file before progressing:
Now you have a "working copy" .cr2!
Tools needed:
(*1: Note that very large files can cause Notepad++ choke or even crash, and the basic Windows Notepad takes a long time to load and save a file. I suggest using "EditPad Lite". All these programs are free.
PART 1 - SYNCHRONIZING THE EYES:
Open the .cr2 file you have created earlier (the "working copy") in your text editor of choice. You'll see a lot of code, and it looks bloody confusing. But believe me, it isn't that bad, and most of it can be ignored.
NEXT: Use the search function to find the lines where to insert the new code.
First search for "linkParms" (without the "") If this gives no result, search for "defaultPick" or "displayOn"
What we need here are the lines "linkParms": (if there are other linkParms already present) The new code should best be inserted right above the first "linkparms" line for ease of finding it again OR "display on": (if there are no other linkParms present) The new code must be inserted right below the "display on" line, just above the first "weld" line
This first part synchronizes the x-rotation dial (up/down) to it's twin in the left eye:
linkParms rEye:1
xrot
lEye:1
xrot
But it needs to work the other way round too, so we need a linkback: (*2
linkParms lEye:1
xrot
rEye:1
xrot
Now we repeat the same for the y-rotation (side-side):
linkParms rEye:1
yrot
lEye:1
yrot
Again, the other way round too, here's the linkback: (*2
linkParms lEye:1
yrot
rEye:1
yrot
So the complete code you need to copy/paste is this:
linkParms rEye:1
xrot
lEye:1
xrot
linkParms lEye:1
xrot
rEye:1
xrot
linkParms rEye:1
yrot
lEye:1
yrot
linkParms lEye:1
yrot
rEye:1
yrot
Now copy this code and paste it right below the "display On" line! Don't bother about correct indentation, but for a nice look try to anyway
Save your figure back to the library, then give it a test run. Both eyes should now move synchronized. (if not, it's back to the drawing board because somewhere you made a mistake. it's easy to become lost in 2.2 million lines of code...)
IF this was all you needed, you can stop reading now. You have made yourself a new base figure with easy-to-control, synchronized eyes.
I hope this was helpful. If you have any questions, please don't hesitate to ask.
K
footnote (*2: DO never try to achieve this by using ERC or dependent parameters instead of the "linkParms" code! Trying so will create an infinite program loop. But at least it's a sure way to terminate Poser and make it crash to the desktop...
XD
In case there's enough feedback and demand, I'll write the second part of this tutorial
But I don't want to waste my time if no one is interested (sorry if that sounds blunt!)
Writing such tutorials in a way that I hope anybody can understand needs a lot of time, and then add to that the time to posting it to this to this forum with it's weird formatting, is very time-consuming!
Because I have a couple of other projects in the queue that need completion, I'd rather continue with those than with writing something that no one will ever care for.
(You're right! Today I had a busy yet frustrating day, and I'm grumpy) :/
K
Hi Karina. Thanks for the tutorial. I've seen this before, in BL Render's book Secrets of Figure Creation with Poser 5, which I highly recommend to anyone interested in the subject. The book is still very much relevant to anyone who is interested in learning about cr2 anatomy and manipulation. It's a 280 page book with no filler and a tutorial disc. Although you'll see it listed on Amazon for up to 80 dollars I got a mint condition copy for 7 dollars through Thriftbooks.com, do a little searching and you can find a cheap copy.
Anyway, for various ERC I use Netherwork's Spawn scripts (another useful tool is his Creators Toybox) that lets you create any kind of controller you can think of including JCM and linked rotation, scaling, and translation dials. All in a matter of seconds. You can also mix these functions with the controllers created with the Dependency Editor. In the past I used to do it manually by hacking the cr2 files but these scripts are a godsend. For cascading ERC I've used PhilC's All Tied Up scripts, which I used extensively on my Cthog figure (https://sharecg.com/v/82589/gallery/11/Poser/Cthog). Unfortunately All Tied Up does not work in poser 11 so I'll have to use Spawn for easypose in the future.
I'm a little curious about the warning at the end of the tutorial though as I've used ValueParm/ERC to create linked eye rotation UpDown SidetoSide master dials with no ill effect in the past. These were strictly dial controls though, maybe I'm misunderstanding.
Thanks for taking the time to show us this and just want to say also thank you for providing us Poser Users with the wonderful Sasha 16 :)
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Karina
For me, I just use ERC or PointAt. So the second tutorial is not necessary. I cannot speak for the missing OP though...
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**Thank you for the hint @bwldrd, but I've never done this before **.
Any hints of where I could do this, what format I need to use etc? To be frank, this forum software is the most annoying I ever encountered, and it has so many quirks and hoops to jump through that I actually spend half an hour just to get a simple formatted text like in my last post - posted.
Add to that the limitation of a very narrow time frame to edit format errors or spelling, and you'll guess how difficult it is to get an organized post up on this "Bondware" (a Web Developer COMPANY!) forum.
PLUS this forum is almost unsearchable, and the multitude of unorganized subforums, and the fact that the notification system still doesn't work after almost ten(10) years after they crapped up the forums by a new innovative design just adds woe to misery.
**Rant finished. **
(But, in an effort to make at least one positive comment: __"It now supports Emojis!" hiphip - - - hooray...??? __
This is one of the last places where Poser users can gather! So PLEASE make your forums less annoying to use. PLEASE!
K
I personally like this forum's functionality better than the Daz forums... but I haven't been there in a long time.
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I never visit the DAZ forums, but do visit other forums, and there it's no problem to:
. - AND: finally get rid of those ridiculous "Emojis" and introduce some old-fashioned smilies instead of this kindergarden-like Japanese crap.
Aw come on Rendo - this is just pathethic!
K
Time for a nap ;)
Ps. I like Japanese crap mostly lol
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@Karina
As to where, there is an "Upload a tutorial" section in the community menu. As for the how.. No idea as I've never used it.
I believe the last tutorial I made was, when DNA was still around, telling how to adjust joint parameter for Ball Joint Dolly to work right in poser 12.
--------------------------------------------------------------------------------
Consider me insane if you wish, but is your reality any better?
bwldrd posted at 3:53PM Thu, 16 April 2020 - #4386367
@Karina
As to where, there is an "Upload a tutorial" section in the community menu. As for the how.. No idea as I've never used it.
I believe the last tutorial I made was, when DNA was still around, telling how to adjust joint parameter for Ball Joint Dolly to work right in poser 12.
Are you referring to BJD type 2's abdomen problem?, I think it was a falloff zone problem? That must have been Poser 7 or 8... anyway, rings a bell
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Thank you all for your feedback and the hints.
However, after re-visiting this thread, I think there's no need for a second part of this tutorial.
Instead, I've had some new ideas for SASHA-16.
I started work on a new (2020 Edition) to incorporate a better version of the "Eye Axis" (now becoming an integral body part instead of the former parented props), and also some more improvements like further improved weight maps, morphs, and what more I made since last year.
So I consider this issue as solved.
If you have any questions, use PM (or whatever it's called here)
Thank you all, and LL&P
K
Whenever I get a new figure (usually from Nursoda!), I load it into Poser and start organizing and renaming dials as needed, with the goal of preparing a custom "starter" for that figure. If the figure doesn't already have dials to move both eyes at the same time, then I create those on the Right Eye actor. (I suppose I could do it on the Head actor, but I've developed the habit of selecting the Right Eye for all things eye-related from using Karina's Sasha-16 version of V4.)
Here's how I've been doing it:
So far it's worked fine for me, but now I'm wondering if there's some kind of functionality I'm missing by doing it that way? If I want one eye to be turned more or less than the other one, I can still do that by just using that eye's rotation dials.
I also created my own version of the eye-beam props Karina includes with Sasha-16 (which on her are called "the looks"), and I set these up for the new figure as well. I put the dial for controlling them (which I call Extend Eyebeams) also on the figure's Right Eye, using the same method as above. (On Sasha-16, you can activate "the looks" on either eye.) The purpose is to help you get a better idea what the figure's eyes are actually looking at, and the results can sometimes be quite surprising!
I just did a quick render to illustrate the eye beams, after turning "Visible in Camera" on (ordinarily it's off, so that the beams are only visible in Preview, not a render). The screenshot below also shows the dials I created on the Right Eye, in this case on Nursoda's Hein figure. Many thanks to Karina for coming up with this idea for Sasha-16!
TOOLS: MacBook Pro; Poser Pro 11; Cheetah3D; Photoshop CC
FIGURES: S-16 (improved V4 by Karina), M4, K4, Mavka, Toons, and Nursoda's people
GOALS: Stylized and non-photorealistic renders in various fantasy styles
One final comment on all these methods of eye aiming. Poser applies a quantisation to rotation channels of 0.01 degrees. Presumably this is to speed up internal calculations by reducing the number of floating point bits that need to be calculated with. The down side is that sometimes it's impossible to have the eyes point exactly at something you want them to. The dial values won't take enough decimal places to record the correct angles.
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
Thank you so much KarinaKiev! And thanks to everyone who answered my post! This will keep me busy during the quarantine!! Be safe!
KarinaKiev posted at 6:33PM Wed, 22 April 2020 - #4386678
Thank you all for your feedback and the hints.
However, after re-visiting this thread, I think there's no need for a second part of this tutorial.
Instead, I've had some new ideas for SASHA-16.
I started work on a new (2020 Edition) to incorporate a better version of the "Eye Axis" (now becoming an integral body part instead of the former parented props), and also some more improvements like further improved weight maps, morphs, and what more I made since last year.
So I consider this issue as solved.
If you have any questions, use PM (or whatever it's called here)
Thank you all, and LL&P
K
@ Chanc: Glad we could help!
@ an0malaus: I don't really understand what's your point here?
I'm writing this because I noticed that you advocate the method of Poser's "point at" feature, which I gave up using because it's an "all or nothing" method. This is what made me invent "The Looks" some years ago, and it served my needs to adjust the eye axes in all those years.
an0malaus posted at 8:24PM Wed, 22 April 2020 - #4386119
Just an observation on Point At, the pointAt dials can themselves be controlled by valueOperations (ERC) and will take intermediate settings between 0 and 1, where they act accordingly: at 0, rotation dials are in full control, at 0.5, rotation and pointAt have equal, reduced influence, and at 1.0, pointAt operates along.
The PointAt feature really is missing some required functionality, as in actually adding its influence to the actor's rotation dials, as though it were another form of ERC/valueOperation. In such a scenario, pointAt strength could then be dialled back when an eyeball reaches the end of its rotation limits (if applied).
^^^THAT!!
Plus, my method even works when saving poses/expressions to the library, which isn't the case with the "point at".
Don't get me wrong here: I don't think that automation is bad per se! It is surely helpful in some situations. However, the best automation is the one which can be turned OFF if needed (a feature which becomes more and more rare in today's software, unfortunately...)
K
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Q- Is there a way to assign both eyes to a single control Prop? For example, if I create a sphere, then make it a control handle, the window pops up and asks, "Select Object to control:" but I can only select one object, i.e, left eye or right eye but not both.