[Released] Look At Me II Pose Control [Commercial]

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Comments

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    Artini said:

    Used it on Baby Barry - https://www.daz3d.com/baby-barry

    This model does not have chest and abdomen, but it looks funny to me...

    image

    Hmmm.  This is with Look at Camera II?  It should not be grabbing the tongue.  I don't have that character.  What is the bone structure of neck/head area?

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    BeeMKay said:

    Instabuy!

    Thank you, this is another time saver, and I'm using it alternating with the first one (probably out of habit, but if you just want to move the head/neck, you don't have to set the Chest/Abdomen controls back to zero), depending on what kind of movement I need. smileyheart

    LOL.  Yes, I use the old one too because it is in my action menu and I have been too lazy to swap.

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    Artini said:

    I have used the script on Bad Birdy - https://www.daz3d.com/bad-birdy-2-0

    The old script did not detected the head on him at all, so it is a big improvement.

    Very well done, RiverSoftArt, and thank you for making these scripts happen.

    Was hoped, that Mister Mushroom will work with the script too, but it didn't.

    Mister Mushroom is just a prop with the morphs, very cool, though.

    https://www.daz3d.com/mister-mushroom

    image

    Thank you!  I don't have either of those characters but really nice image! 

  • Serene NightSerene Night Posts: 17,647

    I am curious if this could be used as a merchant resource for couples poses?

  • Those promo images... Well done. :)

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    I am curious if this could be used as a merchant resource for couples poses?

    I have no problem with using it in making poses to sell.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Those promo images... Well done. :)

    Thanks! smiley

  • shootybearshootybear Posts: 139

    What would be really cool for 3.0 is you could feed it the names of the bones and it would then twist/turn/bend them to make the end bone point to the target. Then you could use it for tails, snakes, random creatures, hair (my first choice!) or whatever you wanted! Not sure if that's technically doable but it would be very handy to have this type of ability for all sorts of objects.

  • ARTCollabARTCollab Posts: 101
    Artini said:

    I have used the script on Bad Birdy - https://www.daz3d.com/bad-birdy-2-0

    The old script did not detected the head on him at all, so it is a big improvement.

    Very well done, RiverSoftArt, and thank you for making these scripts happen.

    Was hoped, that Mister Mushroom will work with the script too, but it didn't.

    Mister Mushroom is just a prop with the morphs, very cool, though.

    https://www.daz3d.com/mister-mushroom

    image

    LOOOL Very Cute! That is a super adorable render heart

    On the Eyes (in relation to RiverSoftArt's awesome set - I own the first one and will definitely be getting the second as I use Look At Me 1 all the time and used it in my promos actually) the Mushroom is fully rigged. That said maybe the issue is I didn't use the same naming conventions as Daz does on their figures - would that be why it didn't work on the mushroom? @RiverSoftArt If so, Ill be mindful of that in the future when I rig as I really do love your sets smiley

  • ArtiniArtini Posts: 9,458

    Thanks a lot, ARTCollab. You have created an awesome set - love it from the first sight.

     

  • ArtiniArtini Posts: 9,458
    edited August 2019
    Artini said:

    Used it on Baby Barry - https://www.daz3d.com/baby-barry

    This model does not have chest and abdomen, but it looks funny to me...

    image

    Hmmm.  This is with Look at Camera II?  It should not be grabbing the tongue.  I don't have that character.  What is the bone structure of neck/head area?

    Thanks for your comments. The tongue placement comes from the included pose - see below.

    image

    image

    BabyBscr01ct01.jpg
    775 x 461 - 79K
    BabyBscr01ct02.jpg
    1199 x 919 - 179K
    Post edited by Artini on
  • RiverSoft ArtRiverSoft Art Posts: 6,573

    What would be really cool for 3.0 is you could feed it the names of the bones and it would then twist/turn/bend them to make the end bone point to the target. Then you could use it for tails, snakes, random creatures, hair (my first choice!) or whatever you wanted! Not sure if that's technically doable but it would be very handy to have this type of ability for all sorts of objects.

    Hair?  Interesting.  I will have to think about it.

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    ARTCollab said:
    Artini said:

    I have used the script on Bad Birdy - https://www.daz3d.com/bad-birdy-2-0

    The old script did not detected the head on him at all, so it is a big improvement.

    Very well done, RiverSoftArt, and thank you for making these scripts happen.

    Was hoped, that Mister Mushroom will work with the script too, but it didn't.

    Mister Mushroom is just a prop with the morphs, very cool, though.

    https://www.daz3d.com/mister-mushroom

    image

    LOOOL Very Cute! That is a super adorable render heart

    On the Eyes (in relation to RiverSoftArt's awesome set - I own the first one and will definitely be getting the second as I use Look At Me 1 all the time and used it in my promos actually) the Mushroom is fully rigged. That said maybe the issue is I didn't use the same naming conventions as Daz does on their figures - would that be why it didn't work on the mushroom? @RiverSoftArt If so, Ill be mindful of that in the future when I rig as I really do love your sets smiley

    Thank you for the kind words!  smiley  If I ever pick up your mushroom (which is very cute BTW but I don't have a need for it right now), I will update the script to handle it.

    Yes, the naming conventions are what tripped up the script.  If the script knows the character (V4M4->G8), it gets those specific bone names, such as "abdomenUpper" for G3 and G8.  For a couple other things (Horse 2, Dragon 3), it uses part of the neck for the "chest" name.  For things, it doesn't know, it uses:

    • eyes: "reye","righteye","right eye", "leye","lefteye","left eye" (note that this is for bone NAMES, not labels, and that case doesn't matter)
    • head: "head"
    • chest: "chest"
    • abdomen: "abdomen"

     

     

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    Artini said:
    Artini said:

    Used it on Baby Barry - https://www.daz3d.com/baby-barry

    This model does not have chest and abdomen, but it looks funny to me...

    image

    Hmmm.  This is with Look at Camera II?  It should not be grabbing the tongue.  I don't have that character.  What is the bone structure of neck/head area?

    Thanks for your comments. The tongue placement comes from the included pose - see below.

    image

    image

    Based on that, it should find the head.  I need to know the eye NAMES to know if it picked those up.  But there is obviously no chest or abdomen to grab.  I don't know why it is moving the tongue.

  • ArtiniArtini Posts: 9,458
    edited August 2019

    Sorry, I have not explaining it properly. Pose of the tongue does not come from your Look At Me II script,

    but only from the included pose for Baby Barry (Baby Barry Running).

    http://docs.daz3d.com/doku.php/public/read_me/index/47919/start

     

    Post edited by Artini on
  • RiverSoft ArtRiverSoft Art Posts: 6,573
    Artini said:

    Sorry, I have not explaining it properly. Pose of the tongue does not come from your Look At Me II script,

    but only from the included pose for Baby Barry (Baby Barry Running).

     

    Oh!  Then I think it is working correctly.  It moves the head & neck, and the eyes.

  • ArtiniArtini Posts: 9,458
    edited August 2019

    How to find the eye NAMES?

    Do they differ from that listed in Scene: L_eye and R_eye?

    http://docs.daz3d.com/doku.php/public/read_me/index/47919/start

    Post edited by Artini on
  • ARTCollabARTCollab Posts: 101
    ARTCollab said:
    Artini said:

    I have used the script on Bad Birdy - https://www.daz3d.com/bad-birdy-2-0

    The old script did not detected the head on him at all, so it is a big improvement.

    Very well done, RiverSoftArt, and thank you for making these scripts happen.

    Was hoped, that Mister Mushroom will work with the script too, but it didn't.

    Mister Mushroom is just a prop with the morphs, very cool, though.

    https://www.daz3d.com/mister-mushroom

    image

    LOOOL Very Cute! That is a super adorable render heart

    On the Eyes (in relation to RiverSoftArt's awesome set - I own the first one and will definitely be getting the second as I use Look At Me 1 all the time and used it in my promos actually) the Mushroom is fully rigged. That said maybe the issue is I didn't use the same naming conventions as Daz does on their figures - would that be why it didn't work on the mushroom? @RiverSoftArt If so, Ill be mindful of that in the future when I rig as I really do love your sets smiley

    Thank you for the kind words!  smiley  If I ever pick up your mushroom (which is very cute BTW but I don't have a need for it right now), I will update the script to handle it.

    Yes, the naming conventions are what tripped up the script.  If the script knows the character (V4M4->G8), it gets those specific bone names, such as "abdomenUpper" for G3 and G8.  For a couple other things (Horse 2, Dragon 3), it uses part of the neck for the "chest" name.  For things, it doesn't know, it uses:

    • eyes: "reye","righteye","right eye", "leye","lefteye","left eye" (note that this is for bone NAMES, not labels, and that case doesn't matter)
    • head: "head"
    • chest: "chest"
    • abdomen: "abdomen"

     

     

    I actually picked up Look At Me II and looked to see what the issue might be and could see it was looking for head and Mister Mushroom has no head (ok he has a head but I didn't name it head - he isn't the headless mushroom or anything ROLF) and the eyes I have as EyeRight and EyeLeft (the exact opposite way heh. Thanks so much for explaining! In future figure sets I will try to be mindful of how and what I name things. Since it was a stand alone, I admit I didn't give it much thought and hadn't considered that scripts like this depend on that to find parts. I appreciate your time explaining what it looks for heart and great job on the new version of LaM2! It's even more awesome than the first one was heart

  • Is there a simple way to make a character look at something reflected in a mirror?

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    Artini said:

    How to find the eye NAMES?

    Do they differ from that listed in Scene: L_eye and R_eye?

    http://docs.daz3d.com/doku.php/public/read_me/index/47919/start

    Click on any bone in the Scene pane, such as L_eye, and get the Scene Identification.  That dialog will tell you the Node Name.

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    ARTCollab said:
    ARTCollab said:
    Artini said:

    I have used the script on Bad Birdy - https://www.daz3d.com/bad-birdy-2-0

    The old script did not detected the head on him at all, so it is a big improvement.

    Very well done, RiverSoftArt, and thank you for making these scripts happen.

    Was hoped, that Mister Mushroom will work with the script too, but it didn't.

    Mister Mushroom is just a prop with the morphs, very cool, though.

    https://www.daz3d.com/mister-mushroom

    image

    LOOOL Very Cute! That is a super adorable render heart

    On the Eyes (in relation to RiverSoftArt's awesome set - I own the first one and will definitely be getting the second as I use Look At Me 1 all the time and used it in my promos actually) the Mushroom is fully rigged. That said maybe the issue is I didn't use the same naming conventions as Daz does on their figures - would that be why it didn't work on the mushroom? @RiverSoftArt If so, Ill be mindful of that in the future when I rig as I really do love your sets smiley

    Thank you for the kind words!  smiley  If I ever pick up your mushroom (which is very cute BTW but I don't have a need for it right now), I will update the script to handle it.

    Yes, the naming conventions are what tripped up the script.  If the script knows the character (V4M4->G8), it gets those specific bone names, such as "abdomenUpper" for G3 and G8.  For a couple other things (Horse 2, Dragon 3), it uses part of the neck for the "chest" name.  For things, it doesn't know, it uses:

    • eyes: "reye","righteye","right eye", "leye","lefteye","left eye" (note that this is for bone NAMES, not labels, and that case doesn't matter)
    • head: "head"
    • chest: "chest"
    • abdomen: "abdomen"

     

     

    I actually picked up Look At Me II and looked to see what the issue might be and could see it was looking for head and Mister Mushroom has no head (ok he has a head but I didn't name it head - he isn't the headless mushroom or anything ROLF) and the eyes I have as EyeRight and EyeLeft (the exact opposite way heh. Thanks so much for explaining! In future figure sets I will try to be mindful of how and what I name things. Since it was a stand alone, I admit I didn't give it much thought and hadn't considered that scripts like this depend on that to find parts. I appreciate your time explaining what it looks for heart and great job on the new version of LaM2! It's even more awesome than the first one was heart

    Thank you!  I can modify it to look for eyeleft and eyeright at least.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Is there a simple way to make a character look at something reflected in a mirror?

    Not with this script.  Sorry.

  • Is there a simple way to make a character look at something reflected in a mirror?

    Not with this script.  Sorry.

    Then I'll have fun with II while I await III.

    Thanks for the discount!

  • barbultbarbult Posts: 24,244
    barbult said:

    I'm confused!!! This morning I had a strange thing happen with the original Look At Me Pose Control. Does the new IK chain stuff in DS 4.12 interact with Look At Me Pose Control? I chose to move just the eyes and eyelids of the new Daz House Cat and the head and neck moved, too! I admit I know nothing about IK chains, but the cat comes with them. How can I control just the eyes when using the cat in DS 4.12? When I buy and install the new version of Look At Me Pose Control, will that let me control just the eyes again? In the attached image, I overlayed the before and after screenshots in Photoshop to show you what happened. 

    Edit: I tried the cat in DS 4.11 and the same thing happened. I don't think it has anything to do with DS 4.12 or IK chains. I'm puzzled. If I use Pose Controls to move the cat eyes side to side or up down, the head and neck doesn't move like it does with Look at Me.

    Edit again: Even if I set all sliders to 0 and uncheck all boxes, Look at Me moves the head and neck. I am very confused. Maybe there is something strange about this pose that I used from the housecat product.

    Huh.  Well, let me know if it happens with the new one.  It should not do that.  If it does, I will have to buy the house cat and figure out what is going on.

    I probably can't test for a few days. I'll report back as soon as I can.

  • RiverSoft ArtRiverSoft Art Posts: 6,573
    edited August 2019

    Is there a simple way to make a character look at something reflected in a mirror?

    Not with this script.  Sorry.

    Then I'll have fun with II while I await III.

    Thanks for the discount!

    You're welcome!  Enjoy. smiley

    Post edited by RiverSoft Art on
  • RiverSoft ArtRiverSoft Art Posts: 6,573
    barbult said:
    barbult said:

    I'm confused!!! This morning I had a strange thing happen with the original Look At Me Pose Control. Does the new IK chain stuff in DS 4.12 interact with Look At Me Pose Control? I chose to move just the eyes and eyelids of the new Daz House Cat and the head and neck moved, too! I admit I know nothing about IK chains, but the cat comes with them. How can I control just the eyes when using the cat in DS 4.12? When I buy and install the new version of Look At Me Pose Control, will that let me control just the eyes again? In the attached image, I overlayed the before and after screenshots in Photoshop to show you what happened. 

    Edit: I tried the cat in DS 4.11 and the same thing happened. I don't think it has anything to do with DS 4.12 or IK chains. I'm puzzled. If I use Pose Controls to move the cat eyes side to side or up down, the head and neck doesn't move like it does with Look at Me.

    Edit again: Even if I set all sliders to 0 and uncheck all boxes, Look at Me moves the head and neck. I am very confused. Maybe there is something strange about this pose that I used from the housecat product.

    Huh.  Well, let me know if it happens with the new one.  It should not do that.  If it does, I will have to buy the house cat and figure out what is going on.

    I probably can't test for a few days. I'll report back as soon as I can.

    No problem.  Let me know when you are ready.

  • thd777thd777 Posts: 943
    edited August 2019

    Is there a simple way to make a character look at something reflected in a mirror?

    Simply load sphere primitive into the scene, place it on the mirror where the reflection would be and use the “Look at that” script. 

    Ciao

    TD

    Post edited by thd777 on
  • RiverSoft ArtRiverSoft Art Posts: 6,573
    thd777 said:

    Is there a simple way to make a character look at something reflected in a mirror?

    Simply load sphere primitive into the scene, place it on the mirror where the reflection would be and use the “Look at that” script. 

    Ciao

    TD

    The trick is finding out where the reflection would be.  It has to be where the reflection is for the character, not for the camera in the scene.  You would have to move a camera to the figure's head.  Render and then do your null, look at that steps.

  • ArtiniArtini Posts: 9,458

    If we are talking about future scripts, I would like to have one for adding the light to the 360 degree panorama in JPG format,

    so I could use such panoramas to light the scene in Daz Studio.

    If such panoramas are in HDR or EXR format, they provide automatically the light to the scene.

    Was thinking to use Look At Me II scripts and combine them with https://www.daz3d.com/lighting-designer--auto-fill

    but may be is a better way to do so?

     

  • barbultbarbult Posts: 24,244
    barbult said:
    barbult said:

    I'm confused!!! This morning I had a strange thing happen with the original Look At Me Pose Control. Does the new IK chain stuff in DS 4.12 interact with Look At Me Pose Control? I chose to move just the eyes and eyelids of the new Daz House Cat and the head and neck moved, too! I admit I know nothing about IK chains, but the cat comes with them. How can I control just the eyes when using the cat in DS 4.12? When I buy and install the new version of Look At Me Pose Control, will that let me control just the eyes again? In the attached image, I overlayed the before and after screenshots in Photoshop to show you what happened. 

    Edit: I tried the cat in DS 4.11 and the same thing happened. I don't think it has anything to do with DS 4.12 or IK chains. I'm puzzled. If I use Pose Controls to move the cat eyes side to side or up down, the head and neck doesn't move like it does with Look at Me.

    Edit again: Even if I set all sliders to 0 and uncheck all boxes, Look at Me moves the head and neck. I am very confused. Maybe there is something strange about this pose that I used from the housecat product.

    Huh.  Well, let me know if it happens with the new one.  It should not do that.  If it does, I will have to buy the house cat and figure out what is going on.

    I probably can't test for a few days. I'll report back as soon as I can.

    No problem.  Let me know when you are ready.

    I tried the new script on the Daz House Cat, using the same pose that I had trouble with in the original script. I do NOT see the same problem with the new script. yes If I run the old script, the problem still happens, so it was not just some fluke at the time. It is a difference in the way the two scripts work, I guess.

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