Look Direction Copyright 2026 KoKoS_TeBe_V_NoS Vendor: KoKoS_TeBe_V_NoS Version: 1.6.06 PRODUCT DESCRIPTION ------------------- Select a character. Select what should attract the character's attention. Set the intensity. Let Look Direction handle the difficult part. Look Direction is an easy-to-use DAZ Studio utility that automatically poses a supported Genesis figure so that it looks at an object, another character, or the active camera. The script uses an iterative mathematical solver to calculate the required horizontal and vertical angles, then distributes the rotation across the enabled body parts and eyes. No more spending half an evening nudging neck bones one degree at a time, only to discover that the character is still staring thoughtfully at the wall. The script supports: - Genesis 3 - Genesis 8 - Genesis 8.1 - Genesis 9 Three target modes are available: 1. Look At Object Select any valid scene object and make the figure look toward its world position. 2. Look At Character Select another supported Genesis figure and aim at either the character's eyes or head. 3. Look At Camera Use the active DAZ Studio camera as the target. This is useful when the character should look directly toward the viewer. Main features: - Simple step-by-step interface. - Support for Genesis 3, 8, 8.1 and 9 figures. - Object, character and camera target modes. - Automatic angle calculation using an iterative solver. - Adjustable look intensity from 10% to 100%. - Individual control over eyes, head, neck, chest and lower abdomen participation. - Natural distribution of rotation across enabled body parts. - Character A View for seeing the scene through the character's eyes. - Camera Z Position adjustment for fine-tuning the eye-level viewpoint. - Manual Head Pose Correction controls while Character A View is active. - Locked temporary camera transforms to prevent accidental viewport movement. - Automatic saving of interface preferences. - DAZ Studio Undo support. - No additional products required. BODY PART CONTROL ----------------- The body diagram controls which parts participate in the look adjustment. Click a point on the diagram to enable or disable the corresponding part: - Eyes - Head - Upper Neck - Lower Neck - Chest - Lower Abdomen This makes the result easy to customize. Examples: - Enable only Eyes for a subtle glance. - Enable only Head when the neck and torso should remain unchanged. - Enable Head and Neck for a more natural head turn. - Enable Chest and Lower Abdomen for a broader upper-body turn. - Enable the torso while disabling Head and Eyes when only the body should rotate. The selected combination is entirely up to you. Look Direction performs the calculation only for the parts that are enabled. CHARACTER A VIEW ---------------- After a look pose has been applied, Character A View becomes available. Press Character A View to create a temporary camera at the character's eye level and switch the active viewport to that camera. The camera is attached to the head and follows the character's head orientation. While Character A View is active, you can: - See what the character sees. - Adjust Camera Z Position to move the viewpoint forward or backward locally. - Use the arrow controls under Manual Head Pose Correction to refine the pose. - Adjust up and down through the head bone. - Adjust left and right through the head, upper neck and lower neck bones. This is useful for fine adjustments that are easier to judge by eye than by formula. The script can do the mathematics, but artistic judgment still gets the final word. The temporary camera is protected from accidental transform changes in the viewport. It is removed automatically when Character A View is closed or when the Look Direction window is closed. Manual corrections made to the character remain in the scene. INTENSITY --------- Intensity controls how strongly the calculated look direction is applied. - Lower values produce a softer and more subtle adjustment. - Higher values produce a stronger and more direct look. - 100% applies the full calculated correction within the supported rotation limits. For natural results, try a moderate value first and increase it only when a stronger look is needed. AUTOMATIC SETTINGS ------------------ Look Direction automatically saves the enabled body parts and intensity setting in: Scripts\KoKoS_TeBe_V_NoS\LookDirection\setting\LookDirection.ini These preferences are restored the next time the script is opened. Applied pose changes remain in the current DAZ Studio scene and are stored when the scene is saved normally. IMPORTANT --------- Genesis generations and customized characters can have different proportions, bone orientations, morphs and joint limits. Because of these differences, some results may benefit from a small manual correction. Extreme target angles may reach the rotation limits of one or more enabled bones. If this happens, reduce the intensity, enable additional body parts, or use Manual Head Pose Correction in Character A View. The script changes supported pose rotation channels only. It does not modify character shapes, materials, clothing, expressions or the selected target. SYSTEM REQUIREMENTS ------------------- DAZ Studio 4.x and DAZ Studio 6.x Genesis 9 requires a DAZ Studio version that supports Genesis 9. Tested with DAZ Studio 4.24.0.3 on Windows. No additional Renderosity or DAZ products are required. INSTALLATION ------------ Install the product into a DAZ Studio Content Library that is mapped in DAZ Studio. After installation, browse to: Scripts\KoKoS_TeBe_V_NoS\LookDirection Run: LookDirection.dsa To add the product to DAZ Studio Favorites, run: Add_to_Favorites.dsa BASIC USE --------- 1. Open Look Direction. 2. Select a supported Genesis figure in the Scene pane or viewport. 3. Click Use Selected Figure. 4. Choose the required Target Type: Look At Object Look At Character Look At Camera 5. Select the target and click the target button. In camera mode, the active camera is used automatically. 6. For a character target, choose Eyes or Head as the aim point. 7. Click the points on the body diagram to enable or disable the parts that should participate. 8. Set Intensity. 9. Click Apply. 10. If needed, click Character A View and refine Camera Z Position or the head pose. 11. Click Close Character A View when the adjustment is complete. Use Undo to return the last Look Direction pose operation when needed. TARGET NOTES ------------ The source figure and a character target must be different figures. An object target must be outside the selected source figure and must have a valid world position. Camera mode uses the active DAZ Studio camera. Make the required camera active before choosing Look At Camera. INCLUDED FILES -------------- Documentation\Look Direction_Readme.txt Documentation\Renderosity_License.txt Scripts\KoKoS_TeBe_V_NoS\LookDirection\Add_to_Favorites.dsa Scripts\KoKoS_TeBe_V_NoS\LookDirection\Add_to_Favorites.png Scripts\KoKoS_TeBe_V_NoS\LookDirection\LookDirection.dsa Scripts\KoKoS_TeBe_V_NoS\LookDirection\LookDirection.png Scripts\KoKoS_TeBe_V_NoS\LookDirection\Image\LookDirectioMan.png Scripts\KoKoS_TeBe_V_NoS\LookDirection\Image\LookDirectionPointOff.png Scripts\KoKoS_TeBe_V_NoS\LookDirection\Image\LookDirectionPointOn.png Scripts\KoKoS_TeBe_V_NoS\LookDirection\Image\LookDirectioWoman.png Scripts\KoKoS_TeBe_V_NoS\LookDirection\setting\CrossPlatformBeep.wav Scripts\KoKoS_TeBe_V_NoS\LookDirection\setting\LookDirection.ini LICENSE ------- Please see Documentation\Renderosity_License.txt for the applicable Renderosity license terms.