Re-evaluate eye movement
complete
Weston Mitchell
Posted this on reddit but,
Getting Eye tracking to work shouldn't be this difficult. As long as unity sees the bones used for Eye roration, that's all that should be required.
I tried for 4 hours last night following the tutorials on this subject, and after all of it I got nothing.
The only time eye tracking worked was when I copied the sample avatar and imported it.
Eye tracking is in an awful spot right now, its crazy how "no one" knows how to actually do it. Half of the people I find say to do one thing, and the other half say to do another.
Would love to hear something promising out of this. I really want eye tracking to work on more avatars.
My suggestion is to rework how the bone data is eaten by VRchat. Unity already knows the bones are there in the humanoid avatar configuration. Why cant VRChat do the same?
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euan
marked this post as
complete
eye movement in SDK2 indeed was far from fun to add. SDK3 is the go to now is much much easier
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LordKamakazi
This isn't my first time doing it, But why cant we map the blinking and eye lids in the viseme menu like we do with the mouth shapes?
Zarniwoop
LordKamakazi: To my knowledge, simulated eye tracking and the viseme system was made by two different people as different systems. I'd really like them to scrap the old eye system and rebuild it inside the viseme one.
Jazneo
yea the code need to be update to just find the eye on the unity layout
Zarniwoop
As someone who spent a crazy amount of time figuring out simulated eye-tracking before any kind of documentation even existed, I whole heartedly agree.
To add to the suggestion, adding vrc.blink and vrc.lowerlid to the viseme list on the avatar descriptor would be great.