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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 👉 4. Add Motion Adapters

Inspector window

1. Add Sprite Eye Blink or Sprite Eye Blink 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.
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 1. Add DefaultMotionTemplate and 2. Add MediapipeMotionPack
3. To set which Controller to connect the leftEye or rightEye 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:
The appropriate Script(s) are not applied to the Controller → Check 2. Create Controller
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.