EyeBlink & EyeBlinkAll

Using the EyeBlink motion adapter, you can connect the size values of both eyes (left/rightEye) among the face tracking factors with the controller.

For instructions on how to create an EyeBlink or EyeBlinkAll Motion Adapter, please refer to ๐Ÿ‘‰ #4.-add-motion-adapters

Inspector window

1. Add Bone Eye Blink or Bone Eye Blink All Adaptor to the Hierarchy using MotionAdaptorPalette. Refer to the document below for the details:

๐ŸŽจpageMotionAdaptorPalette

2. Click on the โ—‰icon next to a Template input box and select the SimpleFaceParam template to be applied.

If nothing appears when you click the โ—‰ icon, it may be due to the following: The DefaultMotionTemplate or the MediapipeMotionPack prefab is not in the Hierarchy window โ†’ Check #1.-add-defaultmotiontemplate and #2.-add-mediapipemotionpack

3. To set which Controller to connect the leftEye or rightEye 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 โ–ถ๏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 ๐Ÿ‘‰ 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 stabilizer

  • Damping 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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