Pupil & PupilAll
Using the Pupil motion adapter, you can connect the position values of both pupils (left/rightPupilX,Y) among the face tracking factors with the Controller.
Inspector window
How to use Pupil Motion Adapter
1. In the Project window
, go to Assets > MYTYKit > MotionAdapter > Eye > Bone
, click and drag the Left/RightPupil
or PupilAll
prefab into the MotionAdapterGroup
object in the Hierarchy window
. You can change the name of the Motion Adapter object If you want to.
1. Add Bone Left/Right Pupil
or Bone Pupil All
Adaptor to the Hierarchy using MotionAdaptorPalette
. Refer to the document below for the details:
2. Click on the โicon next to a Template input box and select the SimpleFaceParam
template to be applied.
3. To set which Controller to connect the Left/RightPupilX or Left/RightPupilY motion data, click the โ icon next to TargetController. โ icon will bring up a Controller list from which you can select an option.
If nothing appears when you click the โ icon, it may be due to the following:
4. When all the elements are set, press the โถ๏ธ(Play)
button to check the avatar preview.
Advanced Options
You can control the stabilizing method in the Advanced Options. To get more advanced information about this, refer to ๐ Stabilizing method.
Is Damping
: The latest input becomes more dominant than the older input.Is Stabilizing
: It enables to detection of the moment of arrival of new data, and it makes the stabilization process much more rigorous.Is Use Damped Input To Stabilizer
: Whether to use damped input as input for stabilizerDamping Factor
: If Damping Factor=1, then the algorithm is just average. If Damping Factor becomes larger, it means that the latest input becomes more dominant than the older input.Damping Window
: The amount of input data frames to configure the damping algorithm.Stabilize Method
: Which method to apply to stabilize algorithm.
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