Head follows camera (correctly) using joint editor

Years ago, someone posted how to edit the V4.2.cr2 file to have the head (and neck) correctly follow the camera like the eyes do.  It's not perfect, but is useful in some situations and works surprisingly well.  More recently, I played around using the joint editor on the head and neck and managed to get that to work as well.  My question is how can I save this so I can use it on other instances of V4.2?  Ideally, I'd like to be able to load any scene with V4.2 and change those two joints with a click of a pose file (or whatever).

Related topic: some earrings (props) rotate and twist properly to simulate head movements, while many others do not because they do not pivot at the connection at the earlobe.  Again, I have managed to fix this using joint editor.  How do I save this work? 

Comments

  • CMacksCMacks Posts: 202

    Paging Mr. Haseltine...  ;)

  • Richard HaseltineRichard Haseltine Posts: 102,437

    Try exporting to a CR2 - though note, for V4, that you then won't be able to add new injection channels via ExP (the existing channels will be there and their morphs injectable, you just won't be able to add new).

  • CMacksCMacks Posts: 202

    Thank you.  I will try that.  It would be preferable, of course, if there was some native DAZ file method instead.

  • mjc1016mjc1016 Posts: 15,001

    Considering that V4 is NOT a Daz native format, to begin with, it's a bit hard to do that.

  • CMacksCMacks Posts: 202

    You're right, of course, I tend to forget that.  The weird thing is that I can save a deprecated -> Pose file, and if I apply it to another instance of V4 it works (it modifies the head and neck joints).  However, as soon as I apply another pose I seem to lose the modified joints.  It would be great if there were some way to lock those in.  Any ideas?

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