[Released] Look At Me II Pose Control [Commercial]

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  • PlatnumkPlatnumk Posts: 669

    RiverSoftArt said:

    Platnumk said:

    barbult said:

    Platnumk said:

    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.

    Thanks for the update & keep up the great work. 

  • Platnumk said:

    RiverSoftArt said:

    Platnumk said:

    barbult said:

    Platnumk said:

    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.

    Thanks for the update & keep up the great work. 

    You're welcome.

  • barbultbarbult Posts: 24,244
    edited November 2022

    I have never been able to make any sense out of the way Side-Side works for anything other than the head and eyes. The issue is not new to G9 or the recent update. This issue has been around "forever". Here is an example. Why does G9M chest and abdomen bend move in the opposite direction of the head movement? Depending on the order selected in the Options tab, this unexpected direction of the Side-Side movement can be more or less exaggerated. Can you please explain the logic behind this, or is it a long-standing bug?

    Starting Pose

    Ending Pose after using Look At Camera II

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    Screenshot 2022-11-03 223534.jpg
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    Screenshot 2022-11-03 223459.jpg
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    Post edited by barbult on
  • barbult said:

    I have never been able to make any sense out of the way Side-Side works for anything other than the head and eyes. The issue is not new to G9 or the recent update. This issue has been around "forever". Here is an example. Why does G9M chest and abdomen bend move in the opposite direction of the head movement? Depending on the order selected in the Options tab, this unexpected direction of the Side-Side movement can be more or less exaggerated. Can you please explain the logic behind this, or is it a long-standing bug?

    Starting Pose

    Ending Pose after using Look At Camera II

    It is because it uses the same math on the transformations for all the bones it affects and for all figure types.  I did not want to fall into a rabbit hole of coding exceptions for different figure types in different situations (for example, starting from the default pose on my system makes the figure lean towards the camera).

  • barbultbarbult Posts: 24,244

    Maybe I just simply don't understand what it means to "lean toward the camera". If the camera is off to the character's left side, should Side-Side make the character lean to his left or his right? Should the height of the camera have any impact on the direction the character leans for the Side-Side control? Or is it all too complicated to get into here?

    Is it expected that it takes 5 seconds for the script window to appear after activating it now, or is something wrong with my install? It used to come up almost instantly.

    Thanks for all the support you give us in all these form threads. I don't know how you can keep track of the details of all the products you have created!

  • RiverSoft ArtRiverSoft Art Posts: 6,575
    edited November 2022

    barbult said:

    Maybe I just simply don't understand what it means to "lean toward the camera". If the camera is off to the character's left side, should Side-Side make the character lean to his left or his right? Should the height of the camera have any impact on the direction the character leans for the Side-Side control? Or is it all too complicated to get into here?

    Quite honestly, I used the same calculations that worked for the head/neck (which looked really good) for the torso (which also works really well except sometimes for the side-side) smiley

    Is it expected that it takes 5 seconds for the script window to appear after activating it now, or is something wrong with my install? It used to come up almost instantly.

    That is strange.  I use a new way of looking for the support files that *should* work with Daz Connect; it is slower but it should not be that much slower (do you have a lot installed by Daz Connect?)

    Thanks for all the support you give us in all these form threads. I don't know how you can keep track of the details of all the products you have created!

    With a lot of difficulty laugh  I have to look up stuff all the time now.

    Post edited by RiverSoft Art on
  • barbultbarbult Posts: 24,244
    I have some old stuff still installed with Daz Connect, because it is work to uninstall them. None of your scripts are installed with Connect, though. I've installed all products exclusively with DIM for a long time now.
  • barbult said:

    I have some old stuff still installed with Daz Connect, because it is work to uninstall them. None of your scripts are installed with Connect, though. I've installed all products exclusively with DIM for a long time now.

    Ok.  That's not the problem then smiley  Besides the new custom find routine, it should not be any different.

  • barbultbarbult Posts: 24,244

    RiverSoftArt said:

    barbult said:

    I have some old stuff still installed with Daz Connect, because it is work to uninstall them. None of your scripts are installed with Connect, though. I've installed all products exclusively with DIM for a long time now.

    Ok.  That's not the problem then smiley  Besides the new custom find routine, it should not be any different.

    Well, I looked in the cloud folder and I have a lot in there, so there may be more lingering stuff than realized. I wonder if I could creae an empty "fake" Daz Connect folder to use and see if Look At Camera II is faster. That should be doable through the Content Directory Manager, I would think.

  • barbult said:

    RiverSoftArt said:

    barbult said:

    I have some old stuff still installed with Daz Connect, because it is work to uninstall them. None of your scripts are installed with Connect, though. I've installed all products exclusively with DIM for a long time now.

    Ok.  That's not the problem then smiley  Besides the new custom find routine, it should not be any different.

    Well, I looked in the cloud folder and I have a lot in there, so there may be more lingering stuff than realized. I wonder if I could creae an empty "fake" Daz Connect folder to use and see if Look At Camera II is faster. That should be doable through the Content Directory Manager, I would think.

    I would think you could do, and it would be a good test.

  • barbult said:

    RiverSoftArt said:

    barbult said:

    I have some old stuff still installed with Daz Connect, because it is work to uninstall them. None of your scripts are installed with Connect, though. I've installed all products exclusively with DIM for a long time now.

    Ok.  That's not the problem then smiley  Besides the new custom find routine, it should not be any different.

    Well, I looked in the cloud folder and I have a lot in there, so there may be more lingering stuff than realized. I wonder if I could creae an empty "fake" Daz Connect folder to use and see if Look At Camera II is faster. That should be doable through the Content Directory Manager, I would think.

    I would think you could do, and it would be a good test.

  • barbultbarbult Posts: 24,244

    RiverSoftArt said:

    barbult said:

    RiverSoftArt said:

    barbult said:

    I have some old stuff still installed with Daz Connect, because it is work to uninstall them. None of your scripts are installed with Connect, though. I've installed all products exclusively with DIM for a long time now.

    Ok.  That's not the problem then smiley  Besides the new custom find routine, it should not be any different.

    Well, I looked in the cloud folder and I have a lot in there, so there may be more lingering stuff than realized. I wonder if I could creae an empty "fake" Daz Connect folder to use and see if Look At Camera II is faster. That should be doable through the Content Directory Manager, I would think.

    I would think you could do, and it would be a good test.

    I did the test with an empty Connect directory and Look At Me II opened instantly, so the new algorithm searching through Connect data seems to be the cause of the delay. When I uninstall and delete products from Daz Connect, it leaves hundreds (thousands?) of empty folders. I wonder if that is part of the problem. I hate that delay. Are you searching more than just your product SKU folders for your files?

  • barbult said:

    RiverSoftArt said:

    barbult said:

    RiverSoftArt said:

    barbult said:

    I have some old stuff still installed with Daz Connect, because it is work to uninstall them. None of your scripts are installed with Connect, though. I've installed all products exclusively with DIM for a long time now.

    Ok.  That's not the problem then smiley  Besides the new custom find routine, it should not be any different.

    Well, I looked in the cloud folder and I have a lot in there, so there may be more lingering stuff than realized. I wonder if I could creae an empty "fake" Daz Connect folder to use and see if Look At Camera II is faster. That should be doable through the Content Directory Manager, I would think.

    I would think you could do, and it would be a good test.

    I did the test with an empty Connect directory and Look At Me II opened instantly, so the new algorithm searching through Connect data seems to be the cause of the delay. When I uninstall and delete products from Daz Connect, it leaves hundreds (thousands?) of empty folders. I wonder if that is part of the problem. I hate that delay. Are you searching more than just your product SKU folders for your files?

    The find file function builds a list of all "root" directories (once).  It then tries to append "data/RiverSoft Art/Common/SUPPORTFILENAME" to find the support file.  Unlike the built-in Daz function (which can cache stuff), it is slower BUT it also prioritizes looking in the current root so it will find the support files installed with the product.  The more folders you have, the longer the search will take.  The find file does prioritize DIM folders over Daz Connect folders so the actual find is fast.  It is the building of the root directories that must be slowing you down.

  • barbultbarbult Posts: 24,244
    What does it consider a "root directory"? Only the paths actually listed in the Content Directory Manager, or every one of those 1_xxxxx folders in Connect cloud folder? All I changed in my test was the Daz Connect path in ContentDirectory Manager; I set it to an empty folder. Everything else was identical. So the number of paths in Content Directory Manager was the same, and the only difference was the number of folders and files inside Daz Connect path. Daz Connect has a fixed folder naming scheme of 1_SKU. If you are searching every SKU folder, that seems excessive. You could search only your SKUs in Connect. I guess that would be problematic when new products are released, though, if you have to update to add new SKUs. Do you want to make a debug test version to verify where the delay is?
  • barbult said:

    What does it consider a "root directory"? Only the paths actually listed in the Content Directory Manager, or every one of those 1_xxxxx folders in Connect cloud folder? All I changed in my test was the Daz Connect path in ContentDirectory Manager; I set it to an empty folder. Everything else was identical. So the number of paths in Content Directory Manager was the same, and the only difference was the number of folders and files inside Daz Connect path. Daz Connect has a fixed folder naming scheme of 1_SKU. If you are searching every SKU folder, that seems excessive. You could search only your SKUs in Connect. I guess that would be problematic when new products are released, though, if you have to update to add new SKUs. Do you want to make a debug test version to verify where the delay is?

    It searches every one of those 1_xxxxx directories.  It would not be a good idea to filter by SKU.  As you mentioned, I would have trouble with new releases.

    Right now, I am swamped with other stuff and don't have time to debug this.  Maybe later?

  • barbultbarbult Posts: 24,244

    RiverSoftArt said:

    barbult said:

    What does it consider a "root directory"? Only the paths actually listed in the Content Directory Manager, or every one of those 1_xxxxx folders in Connect cloud folder? All I changed in my test was the Daz Connect path in ContentDirectory Manager; I set it to an empty folder. Everything else was identical. So the number of paths in Content Directory Manager was the same, and the only difference was the number of folders and files inside Daz Connect path. Daz Connect has a fixed folder naming scheme of 1_SKU. If you are searching every SKU folder, that seems excessive. You could search only your SKUs in Connect. I guess that would be problematic when new products are released, though, if you have to update to add new SKUs. Do you want to make a debug test version to verify where the delay is?

    It searches every one of those 1_xxxxx directories.  It would not be a good idea to filter by SKU.  As you mentioned, I would have trouble with new releases.

    Right now, I am swamped with other stuff and don't have time to debug this.  Maybe later?

    Later then... If it is searching through all those 1_xxxxx folders, that might take a lot of time for "real" Daz Connect users with thousands of those folders.

  • barbult said:

    RiverSoftArt said:

    barbult said:

    What does it consider a "root directory"? Only the paths actually listed in the Content Directory Manager, or every one of those 1_xxxxx folders in Connect cloud folder? All I changed in my test was the Daz Connect path in ContentDirectory Manager; I set it to an empty folder. Everything else was identical. So the number of paths in Content Directory Manager was the same, and the only difference was the number of folders and files inside Daz Connect path. Daz Connect has a fixed folder naming scheme of 1_SKU. If you are searching every SKU folder, that seems excessive. You could search only your SKUs in Connect. I guess that would be problematic when new products are released, though, if you have to update to add new SKUs. Do you want to make a debug test version to verify where the delay is?

    It searches every one of those 1_xxxxx directories.  It would not be a good idea to filter by SKU.  As you mentioned, I would have trouble with new releases.

    Right now, I am swamped with other stuff and don't have time to debug this.  Maybe later?

    Later then... If it is searching through all those 1_xxxxx folders, that might take a lot of time for "real" Daz Connect users with thousands of those folders.

    I don't think it is necessarily the search itself, but the building the list of folders to search might be more the problem.  The search just will check directory tables and should be relatively fast. I will make one where it times all the operations for you when I have time.

  • barbultbarbult Posts: 24,244

    RiverSoftArt said:

    barbult said:

    RiverSoftArt said:

    barbult said:

    What does it consider a "root directory"? Only the paths actually listed in the Content Directory Manager, or every one of those 1_xxxxx folders in Connect cloud folder? All I changed in my test was the Daz Connect path in ContentDirectory Manager; I set it to an empty folder. Everything else was identical. So the number of paths in Content Directory Manager was the same, and the only difference was the number of folders and files inside Daz Connect path. Daz Connect has a fixed folder naming scheme of 1_SKU. If you are searching every SKU folder, that seems excessive. You could search only your SKUs in Connect. I guess that would be problematic when new products are released, though, if you have to update to add new SKUs. Do you want to make a debug test version to verify where the delay is?

    It searches every one of those 1_xxxxx directories.  It would not be a good idea to filter by SKU.  As you mentioned, I would have trouble with new releases.

    Right now, I am swamped with other stuff and don't have time to debug this.  Maybe later?

    Later then... If it is searching through all those 1_xxxxx folders, that might take a lot of time for "real" Daz Connect users with thousands of those folders.

    I don't think it is necessarily the search itself, but the building the list of folders to search might be more the problem.  The search just will check directory tables and should be relatively fast. I will make one where it times all the operations for you when I have time.

    That's fine, thanks.

  • barbultbarbult Posts: 24,244

    Yet another reason to avoid Daz Connect: When a product is uninstalled and deleted from the Content Library, the product files are removed from the hard drive, but the empty folders are NOT removed. I manually deleted a huge number of empty 1_xxxxx folders and their many thousand empty subfolders. Now Look at Camera II opens in about 2 seconds instead of 5. I am now more motivated than ever to uninstall and delete old Daz Connect stuff and remove the empty folders manually.

  • barbult said:

    Yet another reason to avoid Daz Connect: When a product is uninstalled and deleted from the Content Library, the product files are removed from the hard drive, but the empty folders are NOT removed. I manually deleted a huge number of empty 1_xxxxx folders and their many thousand empty subfolders. Now Look at Camera II opens in about 2 seconds instead of 5. I am now more motivated than ever to uninstall and delete old Daz Connect stuff and remove the empty folders manually.

    Wow.  Quite a difference.  Unfortunately, the logic states I *have* to check those folders for the support files.  It is impossible to know they are empty beforehand.  DS gets to optimize stuff beforehand but scripts cannot so the startup penalty shows up with the custom find file.

  • RaketeRakete Posts: 91
    edited November 2022

    RiverSoftArt said:

    barbult said:

    Yet another reason to avoid Daz Connect: When a product is uninstalled and deleted from the Content Library, the product files are removed from the hard drive, but the empty folders are NOT removed. I manually deleted a huge number of empty 1_xxxxx folders and their many thousand empty subfolders. Now Look at Camera II opens in about 2 seconds instead of 5. I am now more motivated than ever to uninstall and delete old Daz Connect stuff and remove the empty folders manually.

    Wow.  Quite a difference.  Unfortunately, the logic states I *have* to check those folders for the support files.  It is impossible to know they are empty beforehand.  DS gets to optimize stuff beforehand but scripts cannot so the startup penalty shows up with the custom find file.

    I use Daz Connect a lot, and switching away from it would be quite difficult for me. This change sadly makes Look at me almost unusable. I have to wait 20 seconds or so until the UI shows up. I'd really appreciate it if you coded a workaround into the product for people actually using Daz Connect.

    EDIT: Here is a hack to make it work:

    const contentMgr = App.getContentMgr();const oldRoot = contentMgr.getCloudContentDirectoryPath();contentMgr.setCloudContentDirectory(oldRoot + "/riversoft", true);const lookAtMeDse = oldRoot + "/data/cloud/1_62757/scripts/riversoft art/look at me ii/look at camera ii.dse";script = new DzScript();script.loadFromFile(lookAtMeDse);script.execute();contentMgr.setCloudContentDirectory(oldRoot, true);

    You need to make a subfolder "riversoft" in your cloud root (something like "My DAZ Connect Library" somewhere) and then symlink or copy the data/cloud/1_62757 folder into it for this to work. The script changes the cloud root to that "riversoft" dir, then runs the "look at camera ii.dse" script, and resets the cloud root to the previous value after the script finished. This is quite the hack and may cause problems, so use at your own risk.

    Post edited by Rakete on
  • Rakete said:

    RiverSoftArt said:

    barbult said:

    Yet another reason to avoid Daz Connect: When a product is uninstalled and deleted from the Content Library, the product files are removed from the hard drive, but the empty folders are NOT removed. I manually deleted a huge number of empty 1_xxxxx folders and their many thousand empty subfolders. Now Look at Camera II opens in about 2 seconds instead of 5. I am now more motivated than ever to uninstall and delete old Daz Connect stuff and remove the empty folders manually.

    Wow.  Quite a difference.  Unfortunately, the logic states I *have* to check those folders for the support files.  It is impossible to know they are empty beforehand.  DS gets to optimize stuff beforehand but scripts cannot so the startup penalty shows up with the custom find file.

    I use Daz Connect a lot, and switching away from it would be quite difficult for me. This change sadly makes Look at me almost unusable. I have to wait 20 seconds or so until the UI shows up. I'd really appreciate it if you coded a workaround into the product for people actually using Daz Connect.

    EDIT: Here is a hack to make it work:

    const contentMgr = App.getContentMgr();const oldRoot = contentMgr.getCloudContentDirectoryPath();contentMgr.setCloudContentDirectory(oldRoot + "/riversoft", true);const lookAtMeDse = oldRoot + "/data/cloud/1_62757/scripts/riversoft art/look at me ii/look at camera ii.dse";script = new DzScript();script.loadFromFile(lookAtMeDse);script.execute();contentMgr.setCloudContentDirectory(oldRoot, true);

    You need to make a subfolder "riversoft" in your cloud root (something like "My DAZ Connect Library" somewhere) and then symlink or copy the data/cloud/1_62757 folder into it for this to work. The script changes the cloud root to that "riversoft" dir, then runs the "look at camera ii.dse" script, and resets the cloud root to the previous value after the script finished. This is quite the hack and may cause problems, so use at your own risk.

    I sent you a PM as I had an optimization I wanted to try.  Please reply.  Thanks.

  • Submitted update today:

    • Optimized IncludeFile function to look locally before trying any other searches
    • Fixed bug for Genesis 9 where the neck would not move when the head moved
  • barbultbarbult Posts: 24,244

    I eagerly ran to DIM, but the update isn't there yet. I see you just submitted it today, so it will probably take a few days to show up. Thanks for updating it.Your customer support is great, as always.

    Please check out the Render Doctor thread. A customer is having a mysterious problem I couldn't replicate. Maybe you have a clue about what is going on.

  • jardinejardine Posts: 1,202

    many thanks for the g9 update!

    :)

    j

  • nabob21nabob21 Posts: 1,002

    What is the latest version of this script?

     

  • SevrinSevrin Posts: 6,306

    The package date of the most recent version is January 3rd.  The version number doesn't show anywhere.

  • Is an update for Look At Me I also coming? Find myself often use I instead of II once I don't want to align the head.

  • Rod Wise Driggo said:

    Is an update for Look At Me I also coming? Find myself often use I instead of II once I don't want to align the head.

    No, I do not support Look At Me I anymore.

  • jardine said:

    many thanks for the g9 update!

    :)

    j

    You're welcome!

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