How to bake a node rotation when using "Point At"?
James
Posts: 1,022
Daz can use a null as point of reference to be followed.
It's on the parameter tab > Point at.
My question is, can it the node be baked after posed. So when the node doesn't use the "Point at" anymore, it stays at the current pose.
Cos my problem is, when the "Point at" is emptied, the node, for ex: the right thigh bend, goes back to the previous pose.
Comments
Point At has a unique mechanism of its own. It's a sort of "dynamic" Controller to the node / joint (screenshot 1). There's no ERC formulas, so the joint rotation values cannot be either Baked or Memorized.
Technically, you have to manually assign the rotation values to Default one by one (screenshot 2)...then remove Point At target. However if you do so, I'm afraid that Point At will be meaningless.
you could try exporting and reimporting a BVH
I have not tried it so no idea if it would work, it works in Carrara with tracking and point at on all DAZ genesis figures I can load in there
(the BVH exported to DAZ studio that is using a Carrara plugin by Fenric)
I tried...with a Null moving animation, but got a strange result, no matter with or without Point At.
This all reminds me of when I would hide the eyes and use Arki's EYEDeas 3+ in pace of them. If I wanted to, I could Align a camera to the eye, parent it to the hidden eye, and parent the EYEDeas 3+ eyes to the camera. Since I was working in Carrara, I could tell the camera to look at something. It wouldn't continue to follow - it would just look at it that one time.
I know, crazy. Sorry.
The Point At property is live, to just adjust the node(s) to orient towards a target but not re orient when the reltaive positions change use the right-click menu Point Selected items at Traget command - the target will be the first item you select. There is also a persistently Point Selected items command, that is the same as the Point At parameter.