[Released] Look At Me Pose Control [Commercial]

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Comments

  • the new Precious figures.

    Unfortunately, I do not have the Precious figures.  It seems like these are a mix and match body parts figure?  What is the error you get?

    Looking a little closer at the products, it looks like the eyes are just a painted-on material?

    No, they're legitimate eyes, huge spheres that take up most of the head so they get the flat disney look.

    Huh, so what is the error that is occurring?  

    It says "Unable to find eyes."

    This is the bone structure:

    image

    The "eye areas" do not need to move, I don't know what they're for. Only the main eyes have rotation parameters usable.

    The script looks for eye names, not labels.  Can you open Window->Panes->Script IDE and paste and execute this code (while Precious top node is selected):

    function PrintNodes( indent, b ) {
      if (b.inherits("DzBone"))
        print (indent, b.name, b.getSkeleton().assetId);
      else
        print (indent, b.name, b.assetId);
      for( var i = 0; i < b.getNumNodeChildren(); i++ ){
        PrintNodes(indent + "  ", b.getNodeChild(i));
      }
    }
    // print all bones
    var s = Scene.getSelectedNodeList();
    for (var i = 0; i < s.length; i++)
      PrintNodes( "", s[i] );

    Please post the output.  Thanks.

     LLF-Precious_BaseCharacter LLF-Critterthing_1783
       Hip LLF-Critterthing_1783
         Abdomen LLF-Critterthing_1783
           Chest LLF-Critterthing_1783
             LowerNeck LLF-Critterthing_1783
               MidNeck LLF-Critterthing_1783
                 UpperNeck LLF-Critterthing_1783
                   Head LLF-Critterthing_1783
                     Face LLF-Critterthing_1783
                       rEyearea LLF-Critterthing_1783
                         rEyelids LLF-Critterthing_1783
                           rUlid LLF-Critterthing_1783
                             rOulid LLF-Critterthing_1783
                             rOculid LLF-Critterthing_1783
                             rCulid LLF-Critterthing_1783
                             rIculid LLF-Critterthing_1783
                             rIulid LLF-Critterthing_1783
                           rLlid LLF-Critterthing_1783
                             rOllid LLF-Critterthing_1783
                             rCllid LLF-Critterthing_1783
                             rIllid LLF-Critterthing_1783
                           rClid LLF-Critterthing_1783
                         Right Eye LLF-Critterthing_1783
                       lEyearea LLF-Critterthing_1783
                         lEyelids LLF-Critterthing_1783
                           lUlid LLF-Critterthing_1783
                             lOulid LLF-Critterthing_1783
                             lOculid LLF-Critterthing_1783
                             lCulid LLF-Critterthing_1783
                             lIculid LLF-Critterthing_1783
                             lIulid LLF-Critterthing_1783
                           lLlid LLF-Critterthing_1783
                             lOllid LLF-Critterthing_1783
                             lCllid LLF-Critterthing_1783
                             lIllid LLF-Critterthing_1783
                           lClid LLF-Critterthing_1783
                         Left Eye LLF-Critterthing_1783
                       Muzzle LLF-Critterthing_1783
                         MuzzleTop LLF-Critterthing_1783
                           Nose LLF-Critterthing_1783
                           NoseBridge LLF-Critterthing_1783
                         Mouth LLF-Critterthing_1783
                           rCmouth LLF-Critterthing_1783
                           lCmouth LLF-Critterthing_1783
                           LowerJaw LLF-Critterthing_1783
                             LowerLip LLF-Critterthing_1783
                               lLLip LLF-Critterthing_1783
                               rLLip LLF-Critterthing_1783
                               CLLip LLF-Critterthing_1783
                           ULip LLF-Critterthing_1783
                             lULip LLF-Critterthing_1783
                             rULip LLF-Critterthing_1783
                             CULip LLF-Critterthing_1783
                         lMuzzleCheek LLF-Critterthing_1783
                         rMuzzleCheek LLF-Critterthing_1783
                       HeadTop LLF-Critterthing_1783
                         Brows LLF-Critterthing_1783
                           rBrow LLF-Critterthing_1783
                             rOBrow LLF-Critterthing_1783
                             rOMBrow LLF-Critterthing_1783
                             rIMBrow LLF-Critterthing_1783
                             rIBrow LLF-Critterthing_1783
                           lBrow LLF-Critterthing_1783
                             lOBrow LLF-Critterthing_1783
                             lOMBrow LLF-Critterthing_1783
                             lIMBrow LLF-Critterthing_1783
                             lIBrow LLF-Critterthing_1783
                           CBrow LLF-Critterthing_1783
                         lEarBase LLF-Critterthing_1783
                           lEar LLF-Critterthing_1783
                         rEarBase LLF-Critterthing_1783
                           rEar LLF-Critterthing_1783
                       Cheeks LLF-Critterthing_1783
                         lCheek LLF-Critterthing_1783
                           lIUCheek LLF-Critterthing_1783
                           lMUCheek LLF-Critterthing_1783
                           lOUCheek LLF-Critterthing_1783
                           lILCheek LLF-Critterthing_1783
                           lMLCheek LLF-Critterthing_1783
                           lOLCheek LLF-Critterthing_1783
                         rCheek LLF-Critterthing_1783
                           rIUCheek LLF-Critterthing_1783
                           rMUCheek LLF-Critterthing_1783
                           rOUCheek LLF-Critterthing_1783
                           rILCheek LLF-Critterthing_1783
                           rMLCheek LLF-Critterthing_1783
                           rOLCheek LLF-Critterthing_1783
             lShldr LLF-Critterthing_1783
               lFthigh LLF-Critterthing_1783
                 lFshin LLF-Critterthing_1783
                   lFfoot LLF-Critterthing_1783
                     lFhoof LLF-Critterthing_1783
             rShldr LLF-Critterthing_1783
               rFthigh LLF-Critterthing_1783
                 rFshin LLF-Critterthing_1783
                   rFfoot LLF-Critterthing_1783
                     rFhoof LLF-Critterthing_1783
           lWingBase LLF-Critterthing_1783
             lWingShldr LLF-Critterthing_1783
           rWingBase LLF-Critterthing_1783
             rWingShldr LLF-Critterthing_1783
         rButtock LLF-Critterthing_1783
           rRthigh LLF-Critterthing_1783
             rRshin LLF-Critterthing_1783
               rRfoot LLF-Critterthing_1783
                 rRhoof LLF-Critterthing_1783
         lButtock LLF-Critterthing_1783
           lRthigh LLF-Critterthing_1783
             lRshin LLF-Critterthing_1783
               lRfoot LLF-Critterthing_1783
                 lRhoof LLF-Critterthing_1783
         TailBase LLF-Critterthing_1783
           Tail1 LLF-Critterthing_1783

    Wow, what a different bone structure.  Thank you for posting this.  It is really unusual that Lady Littlefox put spaces in the eye names (if you notice, no other bone name does that, e.g., it is LowerNeck not "Lower Neck").  I can try to search for "Left Eye" and "Right Eye", and it should work (however, the eyelids will not be adjusted).  As a test, I have modified Look At Camera.  If you would send me a message with your email, I will send you the test script.

  • HabuHabu Posts: 0

    Great script! One question though... I may be stupid, but I can’t figure out how to turn the look at camera script off again? I’ve tried using one of the other scripts, but the eyes keep following the camera...

  • Habu said:

    Great script! One question though... I may be stupid, but I can’t figure out how to turn the look at camera script off again? I’ve tried using one of the other scripts, but the eyes keep following the camera...

    Thanks!  The Look At Camera script only moves the eyes once.  Something else has modified your eyes.

  • the new Precious figures.

    Unfortunately, I do not have the Precious figures.  It seems like these are a mix and match body parts figure?  What is the error you get?

    Looking a little closer at the products, it looks like the eyes are just a painted-on material?

    No, they're legitimate eyes, huge spheres that take up most of the head so they get the flat disney look.

    Huh, so what is the error that is occurring?  

    It says "Unable to find eyes."

    This is the bone structure:

    image

    The "eye areas" do not need to move, I don't know what they're for. Only the main eyes have rotation parameters usable.

    The script looks for eye names, not labels.  Can you open Window->Panes->Script IDE and paste and execute this code (while Precious top node is selected):

    function PrintNodes( indent, b ) {
      if (b.inherits("DzBone"))
        print (indent, b.name, b.getSkeleton().assetId);
      else
        print (indent, b.name, b.assetId);
      for( var i = 0; i < b.getNumNodeChildren(); i++ ){
        PrintNodes(indent + "  ", b.getNodeChild(i));
      }
    }
    // print all bones
    var s = Scene.getSelectedNodeList();
    for (var i = 0; i < s.length; i++)
      PrintNodes( "", s[i] );

    Please post the output.  Thanks.

     LLF-Precious_BaseCharacter LLF-Critterthing_1783
       Hip LLF-Critterthing_1783
         Abdomen LLF-Critterthing_1783
           Chest LLF-Critterthing_1783
             LowerNeck LLF-Critterthing_1783
               MidNeck LLF-Critterthing_1783
                 UpperNeck LLF-Critterthing_1783
                   Head LLF-Critterthing_1783
                     Face LLF-Critterthing_1783
                       rEyearea LLF-Critterthing_1783
                         rEyelids LLF-Critterthing_1783
                           rUlid LLF-Critterthing_1783
                             rOulid LLF-Critterthing_1783
                             rOculid LLF-Critterthing_1783
                             rCulid LLF-Critterthing_1783
                             rIculid LLF-Critterthing_1783
                             rIulid LLF-Critterthing_1783
                           rLlid LLF-Critterthing_1783
                             rOllid LLF-Critterthing_1783
                             rCllid LLF-Critterthing_1783
                             rIllid LLF-Critterthing_1783
                           rClid LLF-Critterthing_1783
                         Right Eye LLF-Critterthing_1783
                       lEyearea LLF-Critterthing_1783
                         lEyelids LLF-Critterthing_1783
                           lUlid LLF-Critterthing_1783
                             lOulid LLF-Critterthing_1783
                             lOculid LLF-Critterthing_1783
                             lCulid LLF-Critterthing_1783
                             lIculid LLF-Critterthing_1783
                             lIulid LLF-Critterthing_1783
                           lLlid LLF-Critterthing_1783
                             lOllid LLF-Critterthing_1783
                             lCllid LLF-Critterthing_1783
                             lIllid LLF-Critterthing_1783
                           lClid LLF-Critterthing_1783
                         Left Eye LLF-Critterthing_1783
                       Muzzle LLF-Critterthing_1783
                         MuzzleTop LLF-Critterthing_1783
                           Nose LLF-Critterthing_1783
                           NoseBridge LLF-Critterthing_1783
                         Mouth LLF-Critterthing_1783
                           rCmouth LLF-Critterthing_1783
                           lCmouth LLF-Critterthing_1783
                           LowerJaw LLF-Critterthing_1783
                             LowerLip LLF-Critterthing_1783
                               lLLip LLF-Critterthing_1783
                               rLLip LLF-Critterthing_1783
                               CLLip LLF-Critterthing_1783
                           ULip LLF-Critterthing_1783
                             lULip LLF-Critterthing_1783
                             rULip LLF-Critterthing_1783
                             CULip LLF-Critterthing_1783
                         lMuzzleCheek LLF-Critterthing_1783
                         rMuzzleCheek LLF-Critterthing_1783
                       HeadTop LLF-Critterthing_1783
                         Brows LLF-Critterthing_1783
                           rBrow LLF-Critterthing_1783
                             rOBrow LLF-Critterthing_1783
                             rOMBrow LLF-Critterthing_1783
                             rIMBrow LLF-Critterthing_1783
                             rIBrow LLF-Critterthing_1783
                           lBrow LLF-Critterthing_1783
                             lOBrow LLF-Critterthing_1783
                             lOMBrow LLF-Critterthing_1783
                             lIMBrow LLF-Critterthing_1783
                             lIBrow LLF-Critterthing_1783
                           CBrow LLF-Critterthing_1783
                         lEarBase LLF-Critterthing_1783
                           lEar LLF-Critterthing_1783
                         rEarBase LLF-Critterthing_1783
                           rEar LLF-Critterthing_1783
                       Cheeks LLF-Critterthing_1783
                         lCheek LLF-Critterthing_1783
                           lIUCheek LLF-Critterthing_1783
                           lMUCheek LLF-Critterthing_1783
                           lOUCheek LLF-Critterthing_1783
                           lILCheek LLF-Critterthing_1783
                           lMLCheek LLF-Critterthing_1783
                           lOLCheek LLF-Critterthing_1783
                         rCheek LLF-Critterthing_1783
                           rIUCheek LLF-Critterthing_1783
                           rMUCheek LLF-Critterthing_1783
                           rOUCheek LLF-Critterthing_1783
                           rILCheek LLF-Critterthing_1783
                           rMLCheek LLF-Critterthing_1783
                           rOLCheek LLF-Critterthing_1783
             lShldr LLF-Critterthing_1783
               lFthigh LLF-Critterthing_1783
                 lFshin LLF-Critterthing_1783
                   lFfoot LLF-Critterthing_1783
                     lFhoof LLF-Critterthing_1783
             rShldr LLF-Critterthing_1783
               rFthigh LLF-Critterthing_1783
                 rFshin LLF-Critterthing_1783
                   rFfoot LLF-Critterthing_1783
                     rFhoof LLF-Critterthing_1783
           lWingBase LLF-Critterthing_1783
             lWingShldr LLF-Critterthing_1783
           rWingBase LLF-Critterthing_1783
             rWingShldr LLF-Critterthing_1783
         rButtock LLF-Critterthing_1783
           rRthigh LLF-Critterthing_1783
             rRshin LLF-Critterthing_1783
               rRfoot LLF-Critterthing_1783
                 rRhoof LLF-Critterthing_1783
         lButtock LLF-Critterthing_1783
           lRthigh LLF-Critterthing_1783
             lRshin LLF-Critterthing_1783
               lRfoot LLF-Critterthing_1783
                 lRhoof LLF-Critterthing_1783
         TailBase LLF-Critterthing_1783
           Tail1 LLF-Critterthing_1783

    Wow, what a different bone structure.  Thank you for posting this.  It is really unusual that Lady Littlefox put spaces in the eye names (if you notice, no other bone name does that, e.g., it is LowerNeck not "Lower Neck").  I can try to search for "Left Eye" and "Right Eye", and it should work (however, the eyelids will not be adjusted).  As a test, I have modified Look At Camera.  If you would send me a message with your email, I will send you the test script.

    Sent. Yeah, the space in a small number of names is weird.

  • So it seems the fix will make the scripts work with Precious (except for eyelids I assume).  Agent Unawares confirmed it.  I will put in an update after the weekend.

  • IceDragonArtIceDragonArt Posts: 12,548

    Just had a chance to try this and oh my goodness what a huge time saver!  This is fantastic!

  • Just had a chance to try this and oh my goodness what a huge time saver!  This is fantastic!

    Thank you very much!  That brought a smile to my face. smiley

  • BeeMKayBeeMKay Posts: 7,019
    edited December 2017

    I also can confirm the time saver aspect, and the effect is great! Thank you for this! smiley

    I had to pose a classroom of 30 people.

    After I had familiarized myself with how the script worked by testing it on two individuals, I then selected characters in the entire classroom (well, at least those who were paying attention) and finally my teacher character, and with the preview function it was very easy to get the right effect while manipulating the slides. It worked fine with people looking at cells, and at each other as well.

    Here is a before image - most character look in the general direction, but not really at the teacher. Manually finetuning the characters would have taken ages, with lots of test renders in between. Now, a few minutes (plus the time for the test render, of course)!

    And after using the script's different options:

    From the other perspective... before:

    And after:

     

     

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    Post edited by BeeMKay on
  • BeeMKay said:

    I also can confirm the time saver aspect, and the effect is great! Thank you for this! smiley

    I had to pose a classroom of 30 people.

    After I had familiarized myself with how the script worked by testing it on two individuals, I then selected characters in the entire classroom (well, at least those who were paying attention) and finally my teacher character, and with the preview function it was very easy to get the right effect while manipulating the slides. It worked fine with people looking at cells, and at each other as well.

    Here is a before image - most character look in the general direction, but not really at the teacher. Manually finetuning the characters would have taken ages, with lots of test renders in between. Now, a few minutes (plus the time for the test render, of course)!

    And after using the script's different options:

    From the other perspective... before:

    And after:

     

     

    Thank you for posting back! smiley  It is subtle (you had already done a good job), but I can see the difference.  I am very happy you are happy with it.  

    Just for background info, note that the ordering of selecting people is deliberate with the scripts.  It allows you to quickly change the last selection (deselect teacher, select observer by door) and play with where you want your figures to look.  Originally, I had it backwards and I was always having to deselect everything and select again.  That got old fast smiley

  • BeeMKayBeeMKay Posts: 7,019
    edited December 2017

    It is a great script, and easy to use, and selecting the "look at" character last is a good thing, though you have to deselect it before you can add more peeps - or suddenly, someone else is the center of attention unexpectedly. laugh

     

     

    Post edited by BeeMKay on
  • BeeMKay said:

    It is a great script, and easy to use, and selecting the "look at" character last is a good thing, though you have to deselect it before you can add more peeps - or suddenly, someone else is the center of attention unexpectedly. laugh

     

    Last one selected is it!  smiley  Thanks Bee.  I am glad you like it.  

     

  •  

    Have a little trouble in using the product for one character looking at another character's cloth/hand etc.

    I do the following steps: 

    1) Selecting the node I want to be looked at (hand/hair/necklace etc.)

    2) Selecting the figure which should look

    3) Calling the script "Look at that"

    Live Preview does not do nothing at all. Once I click on Preview, an undo is triggered but no pose of head or eyes.

    Any idea what goes wrong?

     

    You are doing things in the wrong order.  "The Look at That script works to move eyes, head, and upper neck of the selected character(s) at the last node selected."  Select the figure, then what you want to look at, and then call script.

    Still have problems here unfortunately. Tried it with a prop. According to your recommendation I should 1st select the figure (to look), then the prop. But once doing so, I get the error "Unable to find head bone" if I call the script. That makes sense as the prop does not have a head bone. But it would also mean that the last selection needs to be the figure, right?

  •  

    Have a little trouble in using the product for one character looking at another character's cloth/hand etc.

    I do the following steps: 

    1) Selecting the node I want to be looked at (hand/hair/necklace etc.)

    2) Selecting the figure which should look

    3) Calling the script "Look at that"

    Live Preview does not do nothing at all. Once I click on Preview, an undo is triggered but no pose of head or eyes.

    Any idea what goes wrong?

     

    You are doing things in the wrong order.  "The Look at That script works to move eyes, head, and upper neck of the selected character(s) at the last node selected."  Select the figure, then what you want to look at, and then call script.

    Still have problems here unfortunately. Tried it with a prop. According to your recommendation I should 1st select the figure (to look), then the prop. But once doing so, I get the error "Unable to find head bone" if I call the script. That makes sense as the prop does not have a head bone. But it would also mean that the last selection needs to be the figure, right?

    What figure are you trying to select?  What generation?

  • The figure looking is G8F. As "target" for the look I've tried a prop, a node of a figure and so on. "LOOK AT THAT" won't make the G8F look but instead does "undo's" whenever I change something in the scripts menu.

  • The figure looking is G8F. As "target" for the look I've tried a prop, a node of a figure and so on. "LOOK AT THAT" won't make the G8F look but instead does "undo's" whenever I change something in the scripts menu.

    Strange.  It sounds like a configuration problem as I just tested this again and it works with G8F.  Did you install this yourself or use DIM?  Are you able to do this with other figures (i.e., G3F?  G2F?)?  What does the log look like?

  • dreamfarmerdreamfarmer Posts: 2,128

    Oh my gosh, thank you so much for doing the work to make this compatible with Precious. Above and beyond my expectations! It does work fine with the Hivewire Horse, in case you were curious there!

  • RuphussRuphuss Posts: 2,631

    did not read all postings here

    works this script animateable on the timeline so a figure is following another figure with the pose ?

  • Oh my gosh, thank you so much for doing the work to make this compatible with Precious. Above and beyond my expectations! It does work fine with the Hivewire Horse, in case you were curious there!

    You are welcome!  smiley  It will take a week or two to get through Daz's QA.

  • Ruphuss said:

    did not read all postings here

    works this script animateable on the timeline so a figure is following another figure with the pose ?

    These scripts are not "active" so to speak.  They do not execute when things change; they only execute when you execute it.  So you could execute the script for your frame 0 and then for your frame 30 and animate between that.  But the eyes will not actually be following the figure.

  • I submitted an update today to add Precious support.  You should see an update in 1-2 weeks probably.

  • I'm getting crossed eyes, do you have a sweet spot - that avoids that?

    Mostly, everything is awesome and worth its weight in gold..

    What I've been doing is going back and editing the 'crossed eyes' parameter after the script is run.

    There should be a limit to the eyes closing in on each other.

    What could I do better?

     

  • BeeMKayBeeMKay Posts: 7,019

    45.5% on the side-side of the eyes paramater, in most cases. You will have to lo9wer that value the closer the persons are standing to each other.

  • BeeMKay said:

    45.5% on the side-side of the eyes paramater, in most cases. You will have to lo9wer that value the closer the persons are standing to each other.

    The other thing you can do is turn off (uncheck) the Adjust Eyes Independently option

  • Thank you, I'm sure that's the fix. I have that issue where I can't tell what's going on until I render.

    Thre's a bunch of products (mostly using iray assets) that disappear when they are applied.

    I have some eyes that do that and some skins become weird and shiny when the iray shaders are used.

    I hate that.

    Thanks again.

  • algovincianalgovincian Posts: 2,610
    Ruphuss said:

    did not read all postings here

    works this script animateable on the timeline so a figure is following another figure with the pose ?

    These scripts are not "active" so to speak.  They do not execute when things change; they only execute when you execute it.  So you could execute the script for your frame 0 and then for your frame 30 and animate between that.  But the eyes will not actually be following the figure.

    Hooking the frame change signal to execute the script silently using the parameters set for each figure would be a fantastic feature for sure!

    - Greg

  • Syrus_DanteSyrus_Dante Posts: 983
    edited December 2017

    I have some eyes that do that and some skins become weird and shiny when the iray shaders are used.

    Maybe switch off Use Scene Lights Ctr+L can help - or another set of Scene lights parented together in a seperated Group to switch them on/off at once in the Scene pane with the Group Visibility can help for preview?

    Post edited by Syrus_Dante on
  • Ruphuss said:

    did not read all postings here

    works this script animateable on the timeline so a figure is following another figure with the pose ?

    These scripts are not "active" so to speak.  They do not execute when things change; they only execute when you execute it.  So you could execute the script for your frame 0 and then for your frame 30 and animate between that.  But the eyes will not actually be following the figure.

    Hooking the frame change signal to execute the script silently using the parameters set for each figure would be a fantastic feature for sure!

    - Greg

    That is an interesting idea.  I did not know about the frame change event.  I will have to research it.  Thanks!

  •  
    avxp said:

    Thank you, I'm sure that's the fix. I have that issue where I can't tell what's going on until I render.

    Thre's a bunch of products (mostly using iray assets) that disappear when they are applied.

    I have some eyes that do that and some skins become weird and shiny when the iray shaders are used.

    I hate that.

    Thanks again.

    I usually just use the Texture Shaded draw mode in the viewport and move the script dialog to the side.  That is usually fast enough.

  • algovincianalgovincian Posts: 2,610
    Ruphuss said:

    did not read all postings here

    works this script animateable on the timeline so a figure is following another figure with the pose ?

    These scripts are not "active" so to speak.  They do not execute when things change; they only execute when you execute it.  So you could execute the script for your frame 0 and then for your frame 30 and animate between that.  But the eyes will not actually be following the figure.

    Hooking the frame change signal to execute the script silently using the parameters set for each figure would be a fantastic feature for sure!

    - Greg

    That is an interesting idea.  I did not know about the frame change event.  I will have to research it.  Thanks!

    Sorry my memory is garbage - it's this (but same idea):

    void  timeChanged (DzTime time)
     

    Signature: &quot;timeChanged(DzTime)&quot; 

     

     

  • Ruphuss said:

    did not read all postings here

    works this script animateable on the timeline so a figure is following another figure with the pose ?

    These scripts are not "active" so to speak.  They do not execute when things change; they only execute when you execute it.  So you could execute the script for your frame 0 and then for your frame 30 and animate between that.  But the eyes will not actually be following the figure.

    Hooking the frame change signal to execute the script silently using the parameters set for each figure would be a fantastic feature for sure!

    - Greg

    That is an interesting idea.  I did not know about the frame change event.  I will have to research it.  Thanks!

    Sorry my memory is garbage - it's this (but same idea):

    void  timeChanged (DzTime time)
     

    Signature: &quot;timeChanged(DzTime)&quot; 

     

    Thanks for the reference.  There is still a lot I don't know about Daz.  

     

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