OpenSeeVRMDriver now supports linked eye blinking.
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1 changed files with 8 additions and 0 deletions
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@ -35,6 +35,8 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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[Tooltip("This is the blink smoothing factor for camera based blink tracking, with 0 being no smoothing and 1 being a fixed blink state.")]
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[Tooltip("This is the blink smoothing factor for camera based blink tracking, with 0 being no smoothing and 1 being a fixed blink state.")]
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[Range(0, 1)]
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[Range(0, 1)]
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public float blinkSmoothing = 0.75f;
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public float blinkSmoothing = 0.75f;
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[Tooltip("When enabled, the blink state for both eyes is linked together.")]
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public bool linkBlinks = true;
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[Tooltip("When enabled, the avatar's eye will move according to the face tracker's gaze tracking.")]
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[Tooltip("When enabled, the avatar's eye will move according to the face tracker's gaze tracking.")]
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public bool gazeTracking = true;
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public bool gazeTracking = true;
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[Tooltip("This is the right eye bone. When either eye bone is not set, the VRM look direction blendshapes are used instead.")]
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[Tooltip("This is the right eye bone. When either eye bone is not set, the VRM look direction blendshapes are used instead.")]
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@ -855,6 +857,12 @@ public class OpenSeeVRMDriver : MonoBehaviour {
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right = tmp;
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right = tmp;
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}
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}
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if (linkBlinks) {
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float v = Mathf.Max(left, right);
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left = v;
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right = v;
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}
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vrmBlendShapeProxy.AccumulateValue(new BlendShapeKey(BlendShapePreset.Blink_R), right);
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vrmBlendShapeProxy.AccumulateValue(new BlendShapeKey(BlendShapePreset.Blink_R), right);
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vrmBlendShapeProxy.AccumulateValue(new BlendShapeKey(BlendShapePreset.Blink_L), left);
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vrmBlendShapeProxy.AccumulateValue(new BlendShapeKey(BlendShapePreset.Blink_L), left);
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}
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}
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