Separate eye look angles for face tracking
Purpzie
In order to get correct eye behavior with VRC's native face tracking, eye look angles sometimes need to be way more extreme than normal. Anyone who uses the avatar
without
face tracking will have crazy eyeballs. It would be great if we could define different angles specifically for face tracking. For example, to replicate jerry's FT template with default eye muscles, they need to look 60 degrees up, 50 degrees down, and ~57 degrees left and right. This looks perfect with face tracking on but horrible with face tracking off.(Quest pro tends to output 0-0.7 for eye direction instead of 0-1. If it used the full range, the angles would instead be 42 degrees up, 35 degrees down, and 40 degrees left and right. This is still too extreme for most avatars without FT.)
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Purpzie
In the meantime, the only fix for this is convoluted. Forward eye directions to the animator, and when UserEyeTracking is true, rotation constrain the eye bones to extra objects that you animate. It's not possible to use humanoid animations since you'd have to disable eye/blink tracking and that disables
everything
related to the eyes.