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Comments
DS6 is a huge change in the scripting, especially because of how I designed my scripts. I definitely will let people know if a product supports DS2026 - all my upcoming products will.
You're welcome! I think this is a fantastic upgrade - it contains my wishlist of features for LAM
I wanted to show continuity with LAMII - I thought this was a playful way to modify LAMII's main promo.
Feature request noted.
I guess it does not work with instances.
I have tried to make instances to look at the elephant in the middle, but got only the error message.
I have to make my own script for such cases.
No, they do not work for instances, as far as for posing. Instances are just a node with no head or eyes.
An instance is an exact copy of the source object, so it's not surprising the script can't repose them.
You'd probably need to pose the original to look at the center elephant, then create instances with a radial distribution around the center elephant (there's a tool in Code66 Toolbox 3 which looks like it could help with that, if you have it)
Yes, I have purchased it. Need to explore it more.
Works nicely with 3D Universe animals.
Thanks for sharing @Artini!
I bought this during MM, and only today I have had had the chance to test the new script out.
I an suffering an issue that is so funtamental, I assume I must be doing something wrong. The problem is that the lower neck bone is not being changed by the script, which obviously massively constraints how much it can twist the head. I am suffering this issue on Genesis 9 (ie bone: neck 1) and Genesis 8.1 (Male and Female), so bone Neck Lower.
To test I simply loaded the figures in the default prose, moved the Camera to about 90 degrees to the side of the figure and used Look At Camera III. I switched off eye movement and any body movement. The head failed to actual look at the camera in this case, and the lower neck twist stayed at 0.
If I use Look at Camera II, this script successfully moves the head, and both neck bones, and can thus actual look at the camera.
I tested Look at each other III, and I got the same problem, the lower neck bone is not moved. With the figures side by side, they could not look at each other. Using Look at each other II, it worked just fine.
What am I doing wrong, any idea why the lower neck is not moved?
Look at Me II embedded a lot of specific code for each generation it could support. Look at Me III is designed to expand and to give you more control over what bones are used to look at something. By default for G9, LAM uses Head and Neck2 for the head slider, Spine4/Spine3 for the Chest, and Spine2/1 for the abdomen. Go to the Character Definitions tab and look for the genesis9 row, change the Chest column to be neck1. The propagate columns mean that it should distribute the looking over the named bone and the next bone towards the hip if there is an X in the column (so for chest set to neck1, it would use neck1 and spine4). With no X, LAM ONLY uses the named bone for that slider.
I thought Look At Me 2 didn't affect Neck1 either. At least, not in my experience.
OK. Thanks for that. I am still surprised that neck1 is not used out of the box, as that is pretty important for proper head movement. I understand you wanted the script to support as many figures as possible, but I would have thought 99% of the time people will be using this for Genesis 8 or 9.
I can alter the bone names as you suggest, although it means there will always be one bone not used, since the three sections can only move 6 bones in total, and not the 7 available.
Would you recommend I stick with Look at Me II when moving Genesis 8 or 9?, or are there advantages of III for these figures (other than the ability to look at a specific pixel).
I vastly prefer LAM III. The configuration is awesome as so many figures DON'T use regular names. I also like that the real-time feedback (drag a slider and the head moves, not just on release like with LAM II) - it is also faster. I love the Undo/Redo and camera to see the pose better. Finally, of course, it works with DS6/2026
It does for me, though it moves head and neck 2 first, then neck 1 if the first two can not move enough (within limits).
I'm trying to follow the PDF instructions for Look at Me III to customize bones for LowPi. I cannot figure out why it keeps telling me that Torso1 and Torso2 bones are not in LowPi. The instructions say to use bone names, not bone labels, but I don't know how to find a bone name.
Select any node/bone, go to the Scene pane, and click Info tab. The bone name is the Name: spine1
Thank you for responding so quickly to my LowPi bone name question. I looked in the Scene pane Info tab, and it shows that the bone names are Torso1 and Torso2, just like the bone label. So now I am still confused about why Look At Me III Character Definition won't accept those bone names. I see that all the bone names listed, for the characters you support by default, are lower case. Do you not accept mixed case bone names, like Torso1 and Torso2?
I may be forcing a comparison with lower case. Try torso1 and torso2
Yes! That worked.
Look at Geometry III
Two LowPi characters looking at a selected polygon on a balloon.
Wow, looking again at the manual today, I see the answers I didn't see yesterday. How could I have missed this??? I apologize for wasting your time answering what you already documented exactly. Thank you for helping me anyway!
No problem. I forgot I had already documented it in the manual too.
I am happy to hear that!
I'm very happy with the new character definition capability. I've always wanted to use these scripts with LowPi, but all they could do was turn LowPi's head, because the other bone names were so nonstandard. I've experimented with a couple different configurations for LowPi and settled on this for now (see screenshot). Maybe it will be useful for someone else interested in configuring LowPi, or as an example of a user created character definition for a nonstandard character rigging.
LowPi doesn't even have eye bones, so the only way for him to look at something is to turn other bones, like his neck, head, and/or two torso bones.
It appears to me that a character definition file saved in DS6.25.2026.9715 cannot by used in DS4.24.0.4. The DS6 saved file contains Column 0, Columns 1, etc. instead of Figure, Label, etc. When the file is saved in DS6 is loaded in DS4, the entire Character Definition section appears blank (see attached screenshot).

Only generic eyes and head controls are available in the Parameters tab. Others are listed as Unused, grayed out, and inactive ( see attached screenshot).

Here is a snippet from a saved DS6 file:
Here is a snippet from a saved DS4 file:
Also, I noticed that the two saved files seem to have the figures listed in the opposite order. You can see that in the snippets above. The file saved in DS6 starts with toonchameleon. The file saved with DS4 starts with 3dubig5lion_37541.
On the other hand, Character Definition files created in DS4 can be loaded and used in DS6, but get loaded in reverse order, with toonchameleon at the top of the list (opposite of the order created and displayed in DS4).
Can you reproduce any of these problems?
I'm still digging into this great Character Definition capability. Here are more questions:
Thanks for your ever patient support!
Yes, I can reproduce them. You discovered a bug in DS6 with the column naming. Until that is fixed, this bug in LAM will also be there. I managed to mitigate the bug as you saw in one direction though.