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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)
There's a solution, the specifics of the actual problem are too vague. Judging from the image each eye has an individual center of rotation. My first question would be are the centers placed in the exact center of the eyes? Also 'Point At' uses the end point to control the pointing so align the center of each eye in the exact center (using joint editor and side and top cameras) of the eye and the end points extending to the front outside edge of the eye geometry. Also make sure that the center for the object you are pointing at isn't off from the object (again, joint editor). Try that and see how it goes...
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...Open up any figure with 2 eyes in the set up room, look at how the bones are aligned with center and end points in relation to the geometry and you'll see what I'm talking about. While props don't have bones the principles of centers and ends for rotation are the same.
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The ends pointing forward, they don't necessarily have to extend past the interior radius of the eyes, I usually extend the end point to touching the surface, not sure that it matters though... if you look at the bones here in this illustration of some eyes I set up you'll see what I mean...
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Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
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Nope. But bones and props all have centers of rotations, any actor... here, this is how you want your eye prop's centers arranged. This is standard eye set up. Here's the left eye from above picture in side view, hemisphere type, showing the center (green crosshair), and end points (red). The center is in the exact center of the sphere, the end is forward center. Ok. Back to my project... seeya.
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Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
If you don't have your eyes rotations in the above arrangement they will not 'Point At' correctly. Point at is an invisible straight line originating at the end point of the eye and terminating at the target object. With eyes you might find that 100% value point at will yield unnatural looking results, I usually dial the parameter down a little depending.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
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Great Thanks for sticking with this question. I finally got it thru my ever denseifying head. Gif
MacBook Pro OSX El Capitan Ver 10.11.6
You know uncle808us, trying to do this with props is an exercise in futility. Create a figure out of the eyes with an invisible to raytracing head actor. It's 3 bones. Doing so will allow you create synchronous erc eye contols centrally located in a single actor and accurate predictable point at behavior. If you need help doing so, let me know. Something like this screams .cr2 IMVHO.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
Edit_ I see by the gif, you got it working... excellent. Guess my suggestion of .cr2 is moot. Offer of suggestions still stands however, if you need more finely controlled eyes. :)
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
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Mac MacBook Pro 15 in. OS X 10.9.5, Poser Game Dev 10.0.5 Mac I have a problem with the behavior of the point at command. The object I want following the target object is jumping to a different rotation. (pointing up instead of at the target ball.) 2 eyes I want to follow the ball. I have tried for two days to figure this out but have failed to find a solution. I will attempt to attach a gif of the problem. https://youtu.be/1WsL4xxFtZA
MacBook Pro OSX El Capitan Ver 10.11.6