mcjstareatthecam - script for Daz Studio 1, 2, 3, 4 - static or animated stare-at-the cam effect - w

mCasualmCasual Posts: 4,605
edited July 2014 in Freebies

ze script --> https://sites.google.com/site/mcasualsdazscripts4/mcjstareatthecam

ze movie --> https://www.youtube.com/watch?v=n7EDW5WxpT8

select the figure's head

launch the script

select the range of frames that will be processed

you may also apply a delayed reaction to the follow-movement

if your animation is a loop, and you use a delay, then you should turn on the loop option

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Post edited by mCasual on

Comments

  • mCasualmCasual Posts: 4,605
    edited December 1969

    sorry about the 2 megs bandwidth

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  • ShayneShayne Posts: 18
    edited December 1969

    thanks for this! works great!:smirk:

  • cwichuracwichura Posts: 1,042
    edited December 1969

    I am a bit late to the game, having only now noticed this script. First, thanks for this. Using 'Point at' on the eyes doesn't always seem to work well.

    Have you considered looking into hooking this up to any of the other facial features for the eyes? I did my testing with G2F, and it only rotates the eyes, whereas the Pose Control for eye movements also moves the eye lids/etc. The script resulted in some pretty freaky looking eyes depending on camera placement when the eyelids weren't tracking along... :)

  • mCasualmCasual Posts: 4,605
    edited December 1969

    cwichura said:
    I am a bit late to the game, having only now noticed this script. First, thanks for this. Using 'Point at' on the eyes doesn't always seem to work well.

    Have you considered looking into hooking this up to any of the other facial features for the eyes? I did my testing with G2F, and it only rotates the eyes, whereas the Pose Control for eye movements also moves the eye lids/etc. The script resulted in some pretty freaky looking eyes depending on camera placement when the eyelids weren't tracking along... :)

    it should be ready tonight

    i'll make it a separate script named mcjStareAtTheCamG2F

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  • mCasualmCasual Posts: 4,605
    edited July 2014

    Aiko5 morphs and BlenderCycles render
    The script makes both eyes point at the camera lend but possibly, they should look at parallel angles

    this is mostly an issue for close-ups

    also it seems to miss the target

    --

    i'll improve all this

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    Post edited by mCasual on
  • cwichuracwichura Posts: 1,042
    edited December 1969

    Yeah, this would be cross-eyed in closeups. Maybe compute the center point between the two eyes (so somewhere behind the bridge of the nose), calculate the look vector from that and then apply it to both eyes? Or add it as another option to your dialog: crosseyed/centerpoint/useleft/useright for calculating the look vector for the ultimate user flexibility... :)

    And thanks for taking my suggestion about the other facial posing to heart so quickly!

  • mCasualmCasual Posts: 4,605
    edited July 2014

    cwichura said:
    Yeah, this would be cross-eyed in closeups. Maybe compute the center point between the two eyes (so somewhere behind the bridge of the nose), calculate the look vector from that and then apply it to both eyes? Or add it as another option to your dialog: crosseyed/centerpoint/useleft/useright for calculating the look vector for the ultimate user flexibility... :)

    And thanks for taking my suggestion about the other facial posing to heart so quickly!

    i'll project the eyes perpendicular to a plane at the location of the camera
    that plane faces the figure ( its normal going from the camera to the midpoint between the eyes )

    i guess the eyes were looking AT the camera and they need to point "in the direction" of the camera

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  • mCasualmCasual Posts: 4,605
    edited December 1969

    well the difference is not really noticeable

    note that the figure's face is "pointing" elsewhere

    so to really get the feeling she's looking at you
    and not at mister Jones, you'd have to turn the
    face too using my mcjLookAtTheCamera script

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  • cwichuracwichura Posts: 1,042
    edited December 1969

    How about just a head shot, though, as then the camera would be quite close (assuming you don't change its field of view to make it into a telephoto lens)? That's where having the parallel vectors would be most beneficial, I believe.

  • mCasualmCasual Posts: 4,605
    edited July 2014

    facing the face

    next render will be a close up,

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,605
    edited July 2014

    cwichura said:
    How about just a head shot, though, as then the camera would be quite close (assuming you don't change its field of view to make it into a telephoto lens)? That's where having the parallel vectors would be most beneficial, I believe.

    the extreme close up doesnt look excessively cross eyed

    but lets see

    fig 3 i made the eyes look parallel ( manually )

    well i think i'll leave it like that, both eyes pointing at the camera

    i'm surprised it's not more noticeable than that

    .....

    ... though in the A/B image its detectable

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,605
    edited July 2014

    well in the end ... i will include it as an option :)

    note that this is a pretty extreme close-up that may cause papparazzis to acquire a bad reputation

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,605
    edited December 1969

    notice the new "parallelize" checkbox

    i'll do a few tests and post it

    ( and things )

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  • mCasualmCasual Posts: 4,605
    edited December 1969

    oh my wayyyyy better with a longer lens ( 180mm )
    her hair could use a bit of a volumizer
    on the other hand she looks a bit more like a medieval hero or something
    and there just are not many hair salons in the woods

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  • mCasualmCasual Posts: 4,605
    edited December 1969

    by making the eyelids processing optional i can make this the new version

    if the figure is not like Genesis 2 in refard to the eyelids, then eyelids processing will be detected and not attempted

    still the stare-at functionality and the parallelize option will be operational

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  • mCasualmCasual Posts: 4,605
    edited July 2014

    ** New Version **** New Version **** New Version **** New Version **

    many thanks go to - cwichura - for suggesting the new Genesis eyelids feature

    https://sites.google.com/site/mcasualsdazscripts4/mcjstareatthecam

    tomorrow 'll update the manual to explain the 2 options though it's all explained in the forum posts preceding this one )

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    Post edited by mCasual on
  • cwichuracwichura Posts: 1,042
    edited December 1969

    Many thanks for this. Just woke up, so missed a bunch of your updates last night. I'll definitely give this a try today once my brain actually starts up...

  • cwichuracwichura Posts: 1,042
    edited December 1969

    Just gave it a try and it seems to be working quite well. Again, thanks for this.

  • RAMWolffRAMWolff Posts: 10,157
    edited December 1969

    This could be very useful. Does it work on the Gen2 males?

  • mCasualmCasual Posts: 4,605
    edited December 1969

    RAMWolff said:
    This could be very useful. Does it work on the Gen2 males?

    if the eyelids close morph has the same name it may work !

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