🎨
MYTY
MYTY Kit
MYTY Kit
  • 👋Before you begin
    • GM, MYTY! 👐
    • What is MYTY Kit?
    • MYTY Kit System Requirements
    • Prerequisites
    • MYTY Kit Glossary
  • ✍️Getting started
    • 1. Prepare Illustration PSB
      • Key Requirements
      • Basics of Avatar Animation
      • Recommended PSB file structure for Trait Mapper
    • 2. Trait Mapping
      • Guide to MYTY Kit Trait Mapper
      • New Field: Token ID
    • 3. Install Unity
    • 4. Import MYTY Kit
    • 5. Import 2D Avatar Assets
  • 🔮Make animation
    • 6. Before Rigging
    • 7. Rigging in Sprite Editor
      • Mesh in Unity
    • 8. MYTY Kit Controllers
      • Bone 1D Controller
      • Bone 2D Controller
      • Sprite 1D Range Controller
      • Sprite 2D Nearest Controller
      • Rigged Sprite 2D Nearest Controller
    • 9. Apply Motion Tracking
      • Character Movement
      • Bone Motion Adapters
        • Bone2D
        • BoneTiltOrPosition
        • EyeBlink & EyeBlinkAll
        • EyeBrow & EyeBrowAll
        • Pupil & PupilAll
      • Sprite Motion Adapters
        • EyeBlink & EyeBlinkAll
        • EyeBrow & EyeBrowAll
        • MouthSprite
      • Advanced documentation
        • Mapper & Reducer
        • Stabilizing method
    • 10. Set up AR Face Mode
    • Advanced Animation
      • Physics 2D
      • Sprite Masking
      • Idle Animation
  • 🤹Connect with MYTY Metaverse
    • 11. Export MYTY Avatar
      • MYTY Avatar Viewer
      • Updates on File Export Format — Zip file
    • 12. Upload to Avatar Manager
  • 🗒️Appendix
    • 😄Mediapipe Extension
    • 🎨MotionAdaptorPalette
  • 🗂️MISC
    • About Us
    • Troubleshooting & FAQ
    • Change Log
    • License
      • License.md
    • Legacy Documentation
      • [v0.1.0] 4. Import MYTY Kit
      • [v0.1.0] 6. Before Rigging
      • [v0.1.0] 9. Apply Motion Tracking
      • [v.0.1.0] 11. Export MYTY Avatar
Powered by GitBook
On this page
  • Inspector window
  • How to use Pupil Motion Adapter
  • Advanced Options
  1. Make animation
  2. 9. Apply Motion Tracking
  3. Bone Motion Adapters

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.

PreviousEyeBrow & EyeBrowAllNextSprite Motion Adapters

Last updated 2 years ago

For instructions on how to create a Left/RightPupil or PupilAll Motion Adapter, please refer to 👉

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 ◉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 ◉ icon next to TargetController. ◉ icon will bring up a Controller list from which you can select an option.

If nothing appears when you click the ◉ icon, it may be due to the following:

4. When all the elements are set, press the ▶️(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 👉 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.

If nothing appears when you click the ◉ icon, it may be due to the following: The DefaultMotionTemplate or the MediapipeMotionPack prefab is not in the Hierarchy window → Check and

The appropriate Script(s) are not applied to the Controller → Check

🔮
🎨MotionAdaptorPalette
#1.-add-defaultmotiontemplate
#2.-add-mediapipemotionpack
#4.-add-motion-adapters
#2.-create-controller