DocMatter opened this issue on Jan 22, 2005 ยท 11 posts
DocMatter posted Sat, 22 January 2005 at 10:30 AM
I'm trying to keep V3's head facing the camera during an animation (she's just walking). I tried setting her head to "point at" the active camera (the aux camera), but then she looks straight down at the floor. Any suggestions?
geep posted Sat, 22 January 2005 at 11:12 AM
Um, ... put the camera on ........ the floor? ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Qualien posted Sat, 22 January 2005 at 12:01 PM
I also have thought about a way to keep a camera pointing at a head automatically, it would often be useful. I don't know much about figure creation and Cr2s, but is there some way to attach something to a V3 head which would inherit the head's bends, trans, and rots? If so, that thing could be the parent of the active camera, it would seem.
geep posted Sat, 22 January 2005 at 1:43 PM
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
geep posted Sat, 22 January 2005 at 1:43 PM
cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Qualien posted Sat, 22 January 2005 at 2:11 PM
Many thanks, Dr!!! This works like a charm, except of course, if you move the camera too far, you do throw the neck out of joint, as you warned (maybe you are a chiropractor, eh doctor?)
geep posted Sat, 22 January 2005 at 3:44 PM
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
deci6el posted Sun, 23 January 2005 at 8:08 PM
Without changing bones, You could "point at" a small box prop, parent the box to the camera and translate the box up until the head was the level you liked it. I do something similar with the eys so I only have to move the box to move both eyeballs at the same time.
Nance posted Sun, 23 January 2005 at 10:03 PM
too lazy to test but seems if you did it that way (pointing at box above head that's parented to cam) and X-Trans'ed the cam, that the head would tilt (z-rot) rather than twist (y-rot) -- no?
deci6el posted Mon, 24 January 2005 at 12:49 AM
Yeah, I'm trying to keep it all in my brain and not go into to Poser to see how it works BUT I know it works with the eyes but there, the box is parented to the head and the eyes point at the box. If the head points to the floor when you say, "head point at Aux cam" my thought was just change the target and then if the head is pointing at the floor you can move it wherever until your head is back in the desired position. Parent the box to the cam and now if the cam moves it will take the head target with it. As for the order of rotation...? Ok, I'll go try it. Be back in a sec. or two.
deci6el posted Mon, 24 January 2005 at 1:08 AM
Yeah, well, OK, ouch! With a few minutes of dabbling it certainly seems easier to move the bone as the Dr. said or just keyframe the head to look at the cam. I know I don't like to go in the setup room and start mucking with bones but if that's what it takes... I also tried having the box point at the camera as it hovered above the head but that didn't seem so elegent either, although on paper it seems like it should work. Ah, well. That's all the bad advice I'll spread for today.