Option for Shape-key based eye tracking.
tracked
Adeon Writer
Let us give up/down/left/right shape keys for eye tracking. This would really help avatars with non-spherical/"2D" eyes.
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Adeon Writer
Since this feature request was made in 2019, we did eventually get EyeUp and Eyedown blendshapes, so we just need ones for left and right, now.
Dalken Starbyne
This would be great. The ability to use translation-based (rather than rotation-based) transforms could also be a viable approach?
L
LyreHere
this is a NEED
Drischa
Please!! I need this for my style of avatar to be more expressive!!
Scout - VRChat Head of Quality Assurance
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Layfe_Kuro
sad that it still hasn't been implemented yet ..so giving this a bump ... coming across more and more models that have no eye bones and use blendshapes/shape keys for eye positioning
Genichi12
Adeon Writer: Is there any tutorial on how to do this ?
Demirramon
Genichi12: Probably making 4 proximity contact receivers to detect how a false eye bone with a contact sender moves, then use these values to animate blendshapes.
ghostt
It is possible to only use 2 and then make .5 as the middle point of both.
But honestly, I would just wait for the VRC team to implement blendshape-based eye-tracking since it would be much simpler.
Dielji
I came here just to see if anyone else had made this suggestion, and to suggest it myself if no one else had. The option for parameter-based eye movement would be a huge boon when working with nonstandard eye shapes and positions, or when using a material offset instead of rigging.
KingKarrow
I'm absolutely on board with the idea of adding Parameters for Eye Look H and V. Even if code were simply added to the existing eye tracking code to push updates to those parameters that would be great. That way, you could still use the bone method if you wanted, but at the same time the parameters are still being updated, so if you need to adjust anything else using the parameters you could.
In my case, an avatar I've been commissioned to model has cartoony glasses - while he does have real eyeballs underneath, the glasses on top are supposed to be opaque with pupils on top. The ideal situation is to sync eye tracking between both, but that seems really difficult right now. I'll likely have to animate random movement by hand.
Momo the Monster
Merged in a post:
Public Eye Look parameters or Blend Shapes for eye tracking
Saigo
It's great to have this much more control over our eye tracking. It's also great that we have much more control over our visemes.
But, seeing what we've been given to create working visemes, I think it'd be more than just a matter of consistency to allow more options for eye tracking.
Sometimes bone rotations are not an option or wouldn't be the most optimal way of achieving eye tracking for some models. Not only that, but imagine the possibilities that would open up with new options should the Dev team decide to implement support for actual eye tracking.
TL;DR More options for eye tracking. Some public float parameters would cover pretty much everything, but blendshapes may be a good start too.
Saigo
If we could merge these posts?
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