[Released] Look At Me Pose Control [Commercial]

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Comments

  • vozolgantvozolgant Posts: 207
    edited May 2021

    RiverSoftArt said:

    Artini said:

    Are you saying, that Look at Me is better than its second version, regarding its work with Genesis 8.1?

    That's interesting.

    No, they are the same. 8.1 does not have a couple of the properties that Look at Me I or II need to work with the eyelids. 

    What does this mean exactly? Does it means Look At Me II doesn't function correctly with Genesis 8.1F? I'm currently using LAMII with Genesis 8.1F, and i noticed the eyes always seem to look just below the camera, instead of directly at it,  even with Adjust Eyelids unchecked.  I'll do more testing with just Genesis 8.1F/Victoria8.1F default.  Has everything worked fine on your end with LAMII and G8.1?

    I was using LAMII with the head locked, so only the eyes move. 

    Edit: It seems if I unlock the head, then the re-adjustment causes the eyes to look at the camera just fine again. There's some kind of process here I need to follow. I'll figure it out.

    Edit: if anyone does have any issues, you can use the Eye Look Up-Down morph to make the characters eyes look up more.

    Post edited by vozolgant on
  • DaventakiDaventaki Posts: 1,624

    I have so far not run into this issue with 8,1 that I have noticed @vozolgant

  • vozolgantvozolgant Posts: 207

    Daventaki said:

    I have so far not run into this issue with 8,1 that I have noticed @vozolgant

    Good to know.

  • RiverSoft ArtRiverSoft Art Posts: 6,578

    vozolgant said:

    Just to confirm, when using Look at me I 1 or II 2 with Genesis 8.1, do we need to disable Adjust Eyelids under option? 

    I seem to be getting a problem where Genesis 8.1F/Victoria 8.1F always ends up looking jsut below the camera, maybe it's my custom face. I'll do more tests. Anyone experiencing this?

    If I remember correctly, for LAM I, you need to disable "Adjust Eyelids".  For LAM II, it does it for you so you can leave it checked.

  • jsarcewiczjsarcewicz Posts: 2
    edited December 2021

    I loved this product. I was using it religiously for all of my renders for a long time until it stopped working for me. I tried reinstalling the script, reinstalling DazStudio, removing and reinstalling Postgre cms, manually installing the file, and I still get the following error message:

    2021-12-11 19:12:52.294 WARNING: Script Error: Line 159
    2021-12-11 19:12:52.294 WARNING: ReferenceError: Can't find variable: GenesisGeneration
    2021-12-11 19:12:52.294 WARNING: Stack Trace:

    Any assistance would be helpful. 

     

    Post edited by jsarcewicz on
  • jsarcewicz said:

    I loved this product. I was using it religiously for all of my renders for a long time until it stopped working for me. I tried reinstalling the script, reinstalling DazStudio, removing and reinstalling Postgre cms, manually installing the file, and I still get the following error message:

    2021-12-11 19:12:52.294 WARNING: Script Error: Line 159
    2021-12-11 19:12:52.294 WARNING: ReferenceError: Can't find variable: GenesisGeneration
    2021-12-11 19:12:52.294 WARNING: Stack Trace:

    Any assistance would be helpful. 

    Is this the full daz log for when you execute the script?  I cannot see what script and where is loaded, etc.  Most errors with my scripts can be traced back to one of my products being installed via Daz Connect, which leaves copies of files scattered everywhere.  In the log, there will be references to cloud directories.

  • RiverSoftArt said:

    jsarcewicz said:

    I loved this product. I was using it religiously for all of my renders for a long time until it stopped working for me. I tried reinstalling the script, reinstalling DazStudio, removing and reinstalling Postgre cms, manually installing the file, and I still get the following error message:

    2021-12-11 19:12:52.294 WARNING: Script Error: Line 159
    2021-12-11 19:12:52.294 WARNING: ReferenceError: Can't find variable: GenesisGeneration
    2021-12-11 19:12:52.294 WARNING: Stack Trace:

    Any assistance would be helpful. 

    Is this the full daz log for when you execute the script?  I cannot see what script and where is loaded, etc.  Most errors with my scripts can be traced back to one of my products being installed via Daz Connect, which leaves copies of files scattered everywhere.  In the log, there will be references to cloud directories.

     It was all sitting in DazConnect. I nuked the folder and made sure to get it to work through DIM! Works now. Thank you!

  • jsarcewicz said:

    RiverSoftArt said:

    jsarcewicz said:

    I loved this product. I was using it religiously for all of my renders for a long time until it stopped working for me. I tried reinstalling the script, reinstalling DazStudio, removing and reinstalling Postgre cms, manually installing the file, and I still get the following error message:

    2021-12-11 19:12:52.294 WARNING: Script Error: Line 159
    2021-12-11 19:12:52.294 WARNING: ReferenceError: Can't find variable: GenesisGeneration
    2021-12-11 19:12:52.294 WARNING: Stack Trace:

    Any assistance would be helpful. 

    Is this the full daz log for when you execute the script?  I cannot see what script and where is loaded, etc.  Most errors with my scripts can be traced back to one of my products being installed via Daz Connect, which leaves copies of files scattered everywhere.  In the log, there will be references to cloud directories.

     It was all sitting in DazConnect. I nuked the folder and made sure to get it to work through DIM! Works now. Thank you!

    Great!  I am glad you got it working!

  • jsarcewicz said:

    RiverSoftArt said:

    jsarcewicz said:

    I loved this product. I was using it religiously for all of my renders for a long time until it stopped working for me. I tried reinstalling the script, reinstalling DazStudio, removing and reinstalling Postgre cms, manually installing the file, and I still get the following error message:

    2021-12-11 19:12:52.294 WARNING: Script Error: Line 159
    2021-12-11 19:12:52.294 WARNING: ReferenceError: Can't find variable: GenesisGeneration
    2021-12-11 19:12:52.294 WARNING: Stack Trace:

    Any assistance would be helpful. 

    Is this the full daz log for when you execute the script?  I cannot see what script and where is loaded, etc.  Most errors with my scripts can be traced back to one of my products being installed via Daz Connect, which leaves copies of files scattered everywhere.  In the log, there will be references to cloud directories.

     It was all sitting in DazConnect. I nuked the folder and made sure to get it to work through DIM! Works now. Thank you!

    Great!  I am glad you got it working!

  • Kev914Kev914 Posts: 1,113

    I use this all the time. It's great, But it doesn't work with Genesis 9 Male. I use the Look at the camera script. But it says it can't finde the eyes.

    Thanks.

  • Kev914Kev914 Posts: 1,113

    Just wanted to add that Look At Me II did work on Genesis 8 Male.

  • KevinH said:

    I use this all the time. It's great, But it doesn't work with Genesis 9 Male. I use the Look at the camera script. But it says it can't finde the eyes.

    Thanks.

    If you are asking about Look at me, it is no longer supported.  Look at Me II works with Genesis 9.

  • messymessy Posts: 6

    I used LAM II religously with all my work. However, I cam across a first today. When posing a figure,I could not get LAM II to pose the eyes, eyelids, head or neck with that specific G8M-based character I had in the scene. I loaded a G8M default figure into the scene and used LAM II to pose the figure and it worked as expected (both Look at Camera and Look at That). So, it would appear to be something specific with the character/figure settings. Can you share any settings, properties, or configurations that you can think of or have encountered that would prevent just the eyes, eyelids, head or neck from moving into their calculated positions?  From the log entries, the tool believes it is working, but as previously mentioned-- the figure does not change pose regardless. 

    Log file output 
    2023-12-28 15:47:25.829 [DEBUG] :: LookAtPosition [object Object] [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true Abdomen,Chest,Head,Eyes
    2023-12-28 15:47:25.830 [DEBUG] :: BodyPartLookAtPosition Abdomen [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.835 [DEBUG] :: BodyPartLookAtPosition Chest [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.840 [DEBUG] :: BodyPartLookAtPosition Head [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.845 [DEBUG] :: neckUp [0.575341,0.684204,-0.448159]
    2023-12-28 15:47:25.845 [DEBUG] :: headpos [4.60273,5.47363,-3.58528] [590.013,567.393,-530.999]
    2023-12-28 15:47:25.846 [DEBUG] :: UpdateBoneRotation neckUpper [-0.298437,-0.840543,0.449553,0.048209] [0.5,0.5,0.5] true
    2023-12-28 15:47:25.846 [DEBUG] :: neckUp [0.568771,0.493544,-0.657962]
    2023-12-28 15:47:25.846 [DEBUG] :: headpos [4.55017,3.94835,-5.26369] [589.923,566.274,-532.115]
    2023-12-28 15:47:25.846 [DEBUG] :: UpdateBoneRotation head [-0.303057,-0.834864,0.457207,0.0460441] [0.5,0.5,0.5] false
    2023-12-28 15:47:25.846 [DEBUG] :: BodyPartLookAtPosition Eyes [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.872 [DEBUG] :: MoveEyes [object Object] [object Object] [585.844,536.121,-562.273] [1,1,0] true
    2023-12-28 15:47:25.872 [DEBUG] :: Left Eye [object Object]
    2023-12-28 15:47:25.872 [DEBUG] :: DzBone
    2023-12-28 15:47:25.872 [DEBUG] :: Right Eye [object Object]
    2023-12-28 15:47:25.872 [DEBUG] :: DzBone
    2023-12-28 15:47:25.872 [DEBUG] :: UpdateBoneRotation lEye [-0.879483,-0.133367,0,0.456862] [1,1,0] false
    2023-12-28 15:47:25.872 [DEBUG] :: UpdateBoneRotation rEye [-0.869433,-1.85077e-05,0,0.494051] [1,1,0] false
    2023-12-28 15:47:25.872 [DEBUG] :: AdjustEyelids BEGIN [object Object] [object Object] 8
    2023-12-28 15:47:25.873 [DEBUG] :: LookAtPosition END true
    2023-12-28 15:47:26.998 [DEBUG] :: LookAtPosition [object Object] [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true Abdomen,Chest,Head,Eyes
    2023-12-28 15:47:26.998 [DEBUG] :: BodyPartLookAtPosition Abdomen [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:27.004 [DEBUG] :: BodyPartLookAtPosition Chest [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:27.010 [DEBUG] :: BodyPartLookAtPosition Head [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:27.015 [DEBUG] :: neckUp [0.575341,0.684204,-0.448159]
    2023-12-28 15:47:27.015 [DEBUG] :: headpos [4.60273,5.47363,-3.58528] [590.013,567.393,-530.999]

     

  • barbultbarbult Posts: 24,245

    Are the eye bones locked?

  • messy said:

    I used LAM II religously with all my work. However, I cam across a first today. When posing a figure,I could not get LAM II to pose the eyes, eyelids, head or neck with that specific G8M-based character I had in the scene. I loaded a G8M default figure into the scene and used LAM II to pose the figure and it worked as expected (both Look at Camera and Look at That). So, it would appear to be something specific with the character/figure settings. Can you share any settings, properties, or configurations that you can think of or have encountered that would prevent just the eyes, eyelids, head or neck from moving into their calculated positions?  From the log entries, the tool believes it is working, but as previously mentioned-- the figure does not change pose regardless. 

    Log file output 
    2023-12-28 15:47:25.829 [DEBUG] :: LookAtPosition [object Object] [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true Abdomen,Chest,Head,Eyes
    2023-12-28 15:47:25.830 [DEBUG] :: BodyPartLookAtPosition Abdomen [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.835 [DEBUG] :: BodyPartLookAtPosition Chest [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.840 [DEBUG] :: BodyPartLookAtPosition Head [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.845 [DEBUG] :: neckUp [0.575341,0.684204,-0.448159]
    2023-12-28 15:47:25.845 [DEBUG] :: headpos [4.60273,5.47363,-3.58528] [590.013,567.393,-530.999]
    2023-12-28 15:47:25.846 [DEBUG] :: UpdateBoneRotation neckUpper [-0.298437,-0.840543,0.449553,0.048209] [0.5,0.5,0.5] true
    2023-12-28 15:47:25.846 [DEBUG] :: neckUp [0.568771,0.493544,-0.657962]
    2023-12-28 15:47:25.846 [DEBUG] :: headpos [4.55017,3.94835,-5.26369] [589.923,566.274,-532.115]
    2023-12-28 15:47:25.846 [DEBUG] :: UpdateBoneRotation head [-0.303057,-0.834864,0.457207,0.0460441] [0.5,0.5,0.5] false
    2023-12-28 15:47:25.846 [DEBUG] :: BodyPartLookAtPosition Eyes [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:25.872 [DEBUG] :: MoveEyes [object Object] [object Object] [585.844,536.121,-562.273] [1,1,0] true
    2023-12-28 15:47:25.872 [DEBUG] :: Left Eye [object Object]
    2023-12-28 15:47:25.872 [DEBUG] :: DzBone
    2023-12-28 15:47:25.872 [DEBUG] :: Right Eye [object Object]
    2023-12-28 15:47:25.872 [DEBUG] :: DzBone
    2023-12-28 15:47:25.872 [DEBUG] :: UpdateBoneRotation lEye [-0.879483,-0.133367,0,0.456862] [1,1,0] false
    2023-12-28 15:47:25.872 [DEBUG] :: UpdateBoneRotation rEye [-0.869433,-1.85077e-05,0,0.494051] [1,1,0] false
    2023-12-28 15:47:25.872 [DEBUG] :: AdjustEyelids BEGIN [object Object] [object Object] 8
    2023-12-28 15:47:25.873 [DEBUG] :: LookAtPosition END true
    2023-12-28 15:47:26.998 [DEBUG] :: LookAtPosition [object Object] [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true Abdomen,Chest,Head,Eyes
    2023-12-28 15:47:26.998 [DEBUG] :: BodyPartLookAtPosition Abdomen [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:27.004 [DEBUG] :: BodyPartLookAtPosition Chest [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:27.010 [DEBUG] :: BodyPartLookAtPosition Head [object Object] Genesis8Male [585.844,536.121,-562.273] [1,1,1] [0,0,0] [0,0,0] [1,1,0] true true
    2023-12-28 15:47:27.015 [DEBUG] :: neckUp [0.575341,0.684204,-0.448159]
    2023-12-28 15:47:27.015 [DEBUG] :: headpos [4.60273,5.47363,-3.58528] [590.013,567.393,-530.999]

    Locked bones would be my first thought as well.  If you have Ultimate Zero, you could try zeroing out the head so that you are starting from scratch.

  • Hey Riversoft, Like many this is one of my staple products I use all the time.

    I was wondering if you might consider one possible option as either an update or for the next version. I run into a issue from time to time with the look at each other where when it tries to connect the two eyes but the head looks in the wrong direction for one of the characters. 

    To give you an example, I have character A standing behind character B surpring them (think like wife walking up behind you and going "Whatcha doing?" while you're looking at something in front of you). Character B's torso and body is twisted towards the right, so character B's neck/head twisting to the right makes more sense, however LAM will decide that character B's neck head should twist to the left to look at character A. So what goes from being a more natural and less extreme head turn ends up with an incredibly extreme head and neck twist and bend and still doesn't connect with the character A's eyes.

    Or using the same pose example above, let's say the camera I set up is to the right of the pair. If character B turns his head to the left instead of the right, then I end up with a less impactful image because instead of seeing character B's face, they are seeing the neck and back of the head.

    What would be great is an optional check box for each character to choose if they should turn left or right or leave it unchecked and have LAM pick what it thinks is best (what it does now).

    Just a thoughtful suggestion for what is an amazing product :)

  • RiverSoft ArtRiverSoft Art Posts: 6,578

    MeneerWolfman said:

    Hey Riversoft, Like many this is one of my staple products I use all the time.

    I was wondering if you might consider one possible option as either an update or for the next version. I run into a issue from time to time with the look at each other where when it tries to connect the two eyes but the head looks in the wrong direction for one of the characters. 

    To give you an example, I have character A standing behind character B surpring them (think like wife walking up behind you and going "Whatcha doing?" while you're looking at something in front of you). Character B's torso and body is twisted towards the right, so character B's neck/head twisting to the right makes more sense, however LAM will decide that character B's neck head should twist to the left to look at character A. So what goes from being a more natural and less extreme head turn ends up with an incredibly extreme head and neck twist and bend and still doesn't connect with the character A's eyes.

    Or using the same pose example above, let's say the camera I set up is to the right of the pair. If character B turns his head to the left instead of the right, then I end up with a less impactful image because instead of seeing character B's face, they are seeing the neck and back of the head.

    What would be great is an optional check box for each character to choose if they should turn left or right or leave it unchecked and have LAM pick what it thinks is best (what it does now).

    Just a thoughtful suggestion for what is an amazing product :)

    Sorry, I don't really understand your first example.  Maybe a couple pics?

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