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More news on my mysteroius "Look at me II" sometimes doesn't issue. I ran the script on another G3F in another screen, and she actually looked up when she should have been looking down!
But I also got a major lead on what's going on. Both of the ladies concerned were carrying items of clothing that I'd run a dforce simulation on to give the impression of it being something they'd taken off and held in a hand or draped over an arm - the clothing item being parented to the forearm or hand. Run LAMII with the item parented and it doesn't work properly. Unparent the draped item and the script works perfectly. The clothing item still has all of its bones intact. Is it possible in such a situation that the script is moving up from the figure's hip bone and identifies the clothing item's head bone as the one that needs to be oriented at the target instead of the figure's own head, and bends the figure accordingly?
I've tried to deliberately recreate this problem from scratch, using just a base G3F and clothes everybody has, but without success. It's clearly an intermittent fault, but I thought I'd share my initial findings in case they mean something to you.
Yes, LAM can sometimes be fooled by items with head/neck in the figure hierarchy, and it incorrectly grabs the incorrect one.
If you hide the parented item that's throwing LAM2 off, then run the script, does that make a difference, or will parented items sow confusion whether they're visible in the scene tab or not?
As far as I remember, visibility is not considered when executing LAM2.
I am continuously running into an issue with LAM2 and I have not been able to find a pattern, it just stops working after a while, and only restarting DS will fix the issue. Here is the log, I noticed whenever "Error TypeError: Type error" occurrs, the script will no longer works until the next restart of DS.
Weird. What version of DS? Is it a particular model?
Version 4.20.0.17.
So far it happens with all my G8F models, which are NOT standard models, I modify groupings, rigging, zones, etc and save them as Scene Subsets.
I have not seen that yet. Anyone else?
I have an extensive list of custom scripts and custom toolbars. My scripts sometimes add new methods to base types (like find, groupby, filter, ordeby to Array, and contains and count to String) , could there be a collision?
Also, I am using 3DConnexion SpaceMouse in my setup, which causes weird issues in DS Undo stack (eg: It will include Perpective Camera in the Undo stack, very anoying) and I noticed that when the script stops working, if I move the SpaceMouse while the script window is open (you cannot do that normally with just a mouse) THEN the Head node will move, but not the eyes, until DS restart.
Could there be an issue with the way you are handling acceptUndo and/or Undo and this unexpected Undo stack operations?
Lastly, could you do some error handling or catching around the error "Error TypeError: Type error" so we can figure out what is failing?
Thank you!
I need to figure this one out. I am not sure even where to try and catch the error. The type error should not be happening; it should be giving a more useful message with line number, etc
No problem, I appreciate you looking into it, let me know if there is anything I can do to help
I have never had this error and I use LAM2 just about every time I open DS and sometimes multiple times a session.
I apologize for insisting, but I'm still facing the same error :(
2022-09-05 20:22:59.648 [DEBUG] :: LookAtPosition [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false Abdomen,Chest,Head,Eyes
2022-09-05 20:22:59.648 [DEBUG] :: BodyPartLookAtPosition Abdomen [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false
2022-09-05 20:22:59.653 [DEBUG] :: BodyPartLookAtPosition Chest [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false
2022-09-05 20:22:59.659 [DEBUG] :: BodyPartLookAtPosition Head [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false
2022-09-05 20:22:59.669 [DEBUG] :: UpdateBoneRotation neckUpper [-0.061021,-0.00596595,-0.0899771,0.994055] [0.5,0.5,0.5] true
2022-09-05 20:22:59.703 [DEBUG] :: UpdateBoneRotation head [-0.0616823,-0.00600324,-0.0900403,0.994008] [0.5,0.5,0.5] false
2022-09-05 20:22:59.753 [DEBUG] :: BodyPartLookAtPosition Eyes [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false
2022-09-05 20:22:59.764 [DEBUG] :: Error TypeError: Type error
2022-09-05 20:22:59.907 [INFO] :: Loaded morph deltas: 0m 0.5s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMNeckBack_27.dsf
2022-09-05 20:23:02.670 [DEBUG] :: LookAtPosition [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false Abdomen,Chest,Head,Eyes
2022-09-05 20:23:02.670 [DEBUG] :: BodyPartLookAtPosition Abdomen [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false
2022-09-05 20:23:02.675 [DEBUG] :: BodyPartLookAtPosition Chest [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false
2022-09-05 20:23:02.680 [DEBUG] :: BodyPartLookAtPosition Head [object Object] [4.96275,123.653,331.46] [1,1,1] [0,0,0] [0,0,0] [1,1,0] false false
I am still unable to reproduce this error. You can PM me your email address. I will try and give you a version with lots of exception handling. However, since this type error is not normal, I don't have a lot of hope it will actually get caught.
Should we expect a version that's compatible with Genesis 9?
Yes. For all of my products, eventually I will post a free update (if it is not too much work) or an upgrade/new version (if it is a lot of work).
Bought this on a Flash Sale today. Worth every penny! I hate posing eyes and heads with objects, people, etc. Real game changer and a time saver.
Wonderful project as always! Thank you, @RiverSoftArt!
You're welcome!!!
At first glance (no pun intended) Look At Me works great with G9. If I'm not mistaken, it works better than with G8.
Correction: It works fine with Head & Eyes. Chest and Abdomen rotations do not work, but I rarely used those options.
I suppose that is because the bones are named differently for chest and abdomen. I think it is now one of the "Spine x" ones. Since head and eyes are still named the same, the script remains working on those.
Hah Sevrin - this is the first thing I checked too - I use this product almost every time I do a render. I'm glad it the face and eyes still work - I use the chest / abdomen twist option less often. Fantastic product!
I will update Look at Me 2 for Genesis 9. First, I am doing an update for Eye Clock though as they share some code.
Updates for Look at Me 2 and Eye Clock to support Genesis 9 have been been submitted:
Excellent. Will wait for the update in DIM, then.
Thank you very much waiting for the update
Don't know why, but this no longer shows up in a search for "Look At Me" in the store, no Daz Deals, not logged in.
So I've installed the update to Look At Me 2 via DIM but now the toggle eyes and the eye movement sliders no longer work on G9/V9 (They work just fine on G8) but all the other controls/toggles work just fine on G9
I haven't had that problem, but I've had other problems. Sometimes the G9 eyes just don't move at all, even though I have them set at 100%. Once I discovered that if I set head Side-Side to 100%, the eyes would move. Another time I had to uncheck the Adjust Eyelids to get the eyes to move at all; in that case, I had just previously used Ultimate Zero to zero the expression. Maybe the two scripts are interfering. The old Look at Me II script opened immediately. This version takes 5 seconds to open. Is that to be expected or is something strange going on.
After further investigations I've found that it's def something to do with the eyelids toggle, If you tell the script not to adjust the eyelids when using G9 then the eye move.
It was noticed during testing of Eye Clock that the EyeLids toggle was causing problems for G9. I updated the EyeClock product but Look At Me II has not had the same update go through testing yet. Turning off Adjust Eyelids for G9 will make it work for now.