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IK Eye Blinker
eisclimber edited this page Jan 18, 2024
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class in ExPresSXR.Experimentation.EyeTracking
Component added via Component Menu
Animates the blend shapes of a SkinnedMeshRenderer to make the eyes blink. One can either use the openness values from eye-tracking or random intervals.
The SkinnedMeshRenderer must have the proper blendshapes set up for this to work.
To get the blendshapes' index, find it in the editor. Right-click and Copy the 'Property Path'. Paste it somewhere and use the number in the short string as index.
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InputActionReference _leftEyeOpennessRef
: InputActionReference to the provider of the right eye's openness for the right eye. Should be a float. -
InputActionReference _rightEyeOpennessRef
: InputActionReference to the provider of the left eye's openness for the right eye. Should be a float. -
int _leftBlinkIdx = -1
: BlendShape index for the left eye's blink. Right-click on the BlendShape and copy it's property-path to get it's idx. -
int _rightBlinkIdx = -1
: BlendShape index for the right eye's blink. Right-click on the BlendShape and copy it's property-path to get it's idx. -
float _blinkDuration = 0.5f
: Duration of a blinking action in seconds. -
float _minBlinkInterval = 5.0f
: Minimum duration between blinks in seconds when blinkBehavior is set to RandomInterval. -
float _maxBlinkInterval = 12.0f
: Maximum duration between blinks in seconds when blinkBehavior is set to RandomInterval. -
SkinnedMeshRenderer _meshRenderer
: SkinnedMeshRenderer for which the BlendSpace Indices (and thus the morphing) are applied. Will be found automatically in the children if not provided.
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BlinkBehavior
: Determines with kind of blink behavior will be used.
Autor: Luca 'eisclimber' Dreiling; License: MIT
- Getting Started
- Development and Contribution
- Misc
- Experimentation
- Data Gatherering
- Eye Tracking
- ExPresS XR Rig
- Interaction
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- Button Quiz
- Collision Hand Rumbler
- Collision Sound Emitter
- Exit Game Interactable (Script Deprecated)
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