Eyes point at object... geometry/render occurs before point-at update. help.

edited December 1969 in Daz Studio Discussion

Daz 4.6 -> eyes point to invisible object so I can move the object to move the eyes.

For a frame, even when I change the X/Y/Z of the object - the eyelids update, but the eyes do not point correctly.
When I update the X/Y/Z again (just one), the eyelids update - and the eyes point to the most recent setting (minus 1 update).
This means all renders are incorrect. Eyelids and eyes never match positions.

How can I fix this??

examples:
frame 0: x=-2. eyes and eyelids point to x=-2
frame 1: x=-20. eyes still point to x=-2
frame 2: x=-40. eyes point to x=-20.
frame 3: x=-20. eyes point to x=-40.

much more obvious when I change Y since the eyelids match correctly - the eyes do not.

thanks,

Comments

  • edited December 1969

    JimGale said:
    Daz 4.6 -> eyes point to invisible object so I can move the object to move the eyes.

    For a frame, even when I change the X/Y/Z of the object - the eyelids update, but the eyes do not point correctly.
    When I update the X/Y/Z again (just one), the eyelids update - and the eyes point to the most recent setting (minus 1 update).
    This means all renders are incorrect. Eyelids and eyes never match positions.

    How can I fix this??

    examples:
    frame 0: x=-2. eyes and eyelids point to x=-2
    frame 1: x=-20. eyes still point to x=-2
    frame 2: x=-40. eyes point to x=-20.
    frame 3: x=-20. eyes point to x=-40.

    much more obvious when I change Y since the eyelids match correctly - the eyes do not.

    thanks,


    I am trying to solve this as well and I didn't even get this far. In Poser it was quite easy to select the eyes and simply "point" them at the camera. Then as I did further edits to the pose the eyes always stayed on the camera and never required further edits. Can DAZ 4.6 do this in an equally simple way or for that matter in any way at all?

  • ReDaveReDave Posts: 815
    edited December 1969

    Hmm, I created a cylinder primitive ans set it in front of Genesis, and pointed its eyes to the cylinder. Cylinder has a keyframe with y position of 0 at frames 0 *AND* 1, then a height of 200 at frame 15 and the eyes seem to move correctly. However if I set more keyframes, contiguous as the OP did, I get an utterly obnoxious behaviour:
    -the cylinder position is altered (X distance is reduced by orders of magnitude)
    -Alt clicking on a X Translate slider not only zeroes the position but also removes the keyframe. That last bit is new I think.
    So it seems there's more than a bug about Point At, currently. I believe it used to work properly in DS3.

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