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 โ—‰icon 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 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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