Hi.
Is there a way to make a rigged character automatically face whichever camera is the active one? Without me having to give a look-at-this-bone a keyframe?
E.g. at frame 1, Camera A is the active camera.
At frame 200, Camera B becomes the active camera which gets rendered.
If the character is always looking at a look-at-this-bone bone, this bone automatically moves to Camera A at frame 1, and then it automatically moves to Camera B at frame 200.
So I was able to do this with my own rig that I made long ago, thanks to this post:
I.e. this tutorial:
But it doesn’t work with Rigify.
tldr: i can get the eye bone to move in the correct direction,
but I can’t get it to go to the camera’s exact location.
.
.
.
Details:
To fix the eye bone moving in the correct direction,
I used camera.location.z for the y-driver’s expression and vice versa.
To try and fix the eye bone’s location,
I tried adding or subtracting from the driver expressions:
e.g. Y driver’s expression = var-3. Closer, but still far off
expression = var-2. Close, but not exact…
expression = var-1.934. There we go!..But not really!
Because when I move the camera, the eye bone drifts off further and further to somewhere else.
i.e the eye bone is not offset by a constant distance.
And then the character’s not looking directly at the camera.
Do I have to multiply var by some number? if so, how can I calculate this number?
I noticed that the eye bone moves and rotates when the root bone moves or rotates. Maybe that has something to do with it?