Sharks with laser beams
Seven193
Posts: 1,080
Sorry, I didn't know how to describe this topic. I'm looking for something that can shoot a ray out of the center pupil of each eye of a Genesis character, so I can visually see what a character is looking at. Did mCasual ever do something like this?
Comments
I suppose you could just create two primative cylinders and parent them to the eyes (lying down so the top is pointing forward) and just adjust the Y axis on the cylinder so that its shoots out of the eye.
I tried that, but it's somewhat inaccurate since the origin of the cylinder stays at worldspace (0,0,0), even when I parent it to the eye, so I have to mess around with placing it, and scaling it as accurately as possible. But, I guess it will have to do for now. Thanks.
These? https://www.daz3d.com/superbeam
Move the beam to, and orient it to match, the eye then parent it to the eye (or the head if the eye doesn't have a bone)
Select the beams, when they are correctly position, and go to Edit>Object>Memorise>Memorise Selected Item(s). Then use Restore, rather than Zero, if you want to reset them.
I sometimes position and parent a camera to a figure's eye - then you can literally see what they're looking at. I got the idea from here:
https://www.youtube.com/watch?v=uvMGH6uFjv4&t=270s
Sharks or Genesis? Or any figure? Now to research if there are any good sharks in the marketplace?
Yeah I have th beams... but no shark...maybe a dolphin or a tuna fish?
I know this video but I had to fast forward the first 5 minutes or so before he gets to the Point At property, because beside of the explanations it takes that long to position the camera rougthly to the posed figure head the manual way with the universal tool translations. You know this situation where you can't stand watching people doing things over complicated or simply wrong?
There is a much faster method of snapping things to the center of em other things, like a camera to the figures head, by simply using drag and drop in the Scene pane with the Parent Items In Place setting turned off in the Scene pane option menu.
Read my post at: Why do things move when unparented?
https://www.daz3d.com/sharks-by-am-great-white
https://www.daz3d.com/sharks-by-am-hammerhead
https://www.daz3d.com/great-white-and-megalodon oldie but a goodie
https://www.daz3d.com/shark ancient but still decent
mcjMakeHeadCam
It will create a new camera parented to the head of any figure that has a "head" bone. It will also position the carera a bit forward right between the eyes so you don't see the inside of the head.
But to check if all the pose of the figure the head and neck rotations and the eye rotations makes the figure look at something you would need to parent the camera directly to one of the eye bones.
If you want to make the eyes always focus / look at something you can select them and define a "Point At" Target Item there is a property in the Parameters pane to do that. For a Target Item I would create a Null that you can move around in the scene, also useful for animating. But then somethimes with Point At you will see a bug and the eyes will loose the focus and giving you the "blank white eye" horror look. Also by pointing the eye-bones to something this dosn't take into account that the eyelids have to move with the eye up-down rotation. You can trigger to "update" the Point At by moving the "Point At" target like the Null that I would rename to something like LookAt-Focus_CharacterName.
But to avoid all those issues with the Point At you can also use a script like Look At Me Pose Control
Its a very useful script with alot of options.
Can also turn the head-neck so the eyes can reach the target. Can be used for stills and animation - the biggest drawback of Point At is it can't be turned off while animating.
Similar scripts from mCasual: