Component:EyeManager: Difference between revisions

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|MiniExpressionProbability|Float| chance for a miniexpression to occur
|MiniExpressionProbability|Float| chance for a miniexpression to occur
|MiniExpressionInterval|Float| Interval between attempting to do a miniexpression
|MiniExpressionInterval|Float| Interval between attempting to do a miniexpression
|MiniExpressions|{{RootFieldType|SyncList`1|[[#MiniExpression|MiniExpression]]}}|TypeAdv69=true| A list of mini expressions to use when attempting a mini expression.
|MiniExpressions|{{RootFieldType|SyncList`1|[[#MiniExpression|EyeManager.MiniExpression]]}}|TypeAdv69=true| A list of mini expressions to use when attempting a mini expression.
}}
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Latest revision as of 06:01, 17 March 2025

Component image 
EyeManager component as seen in the Scene Inspector


Eye see you

— Groxxy

The Eye Manager Component is a component that is used for configuring the Eyes of an avatar, Both supporting simulated eye-movement, and real eye tracking using a headset with built in eye tracking sensors such as the HTC Vive pro eye.

This component is automatically set up by default when setting up an avatar with detectable eyes and blink shape keys.

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
TargetPoint raw output of Float3 The average point The eyes are trying to look at currently. Simulated or controlled.
LeftEyeTargetPoint raw output of Float3 The point The left eye specifically is looking at. Simulated or controlled. This can be different from TargetPoint if LeftEyeTargetOffset has a non zero value.
RightEyeTargetPoint raw output of Float3 The point The right eye specifically is looking at. Simulated or controlled. This can be different from TargetPoint if RightEyeTargetOffset has a non zero value.
LeftEyeClose raw output of Float How much the left eye is closed currently. Simulated or controlled.
RightEyeClose raw output of Float How much the right eye is closed currently. Simulated or controlled.
CombinedEyeClose raw output of Float an average of how much both eyes are closed.
LeftEyePupilSizeMillimeters raw output of Float how big the left eye's pupil is in millimeters currently. Simulated or controlled.
RightEyePupilSizeMillimeters raw output of Float How big the right eye's pupil is currently. Simulated or controlled.
CombinedEyePupilSizeMillimeters raw output of Float The average pupil size of both eyes. Simulated or controlled.
LeftEyeWiden raw output of Float A 0-1 value representing how much the left eye is being wider than rest. Simulated or controlled.
RightEyeWiden raw output of Float A 0-1 value representing how much the right eye is being wider than rest. Simulated or controlled.
CombinedEyeWiden raw output of Float An average of the eyes being widened. Simulated or controlled.
LeftEyeSqueeze raw output of Float A 0-1 value of how scrunched the upper and lower lids are on the left eye. Simulated or controlled.
RightEyeSqueeze raw output of Float A 0-1 value of how scrunched the upper and lower lids are on the right eye. Simulated or controlled.
CombinedEyeSqueeze raw output of Float An average of the squinting of both eyes. Simulated or controlled.
LeftEyeFrown raw output of Float The amount that the left eye is frowning according to the eye tracker if it exists.
RightEyeFrown raw output of Float The amount that the right eye is frowning according to the eye tracker if it exists.
CombinedEyeFrown raw output of Float The average amount of both eyes frowning according to the eye tracker if it exists.
LeftEyeInnerBrowVertical raw output of Float Eye tracking left inner brow vertical value.
RightEyeInnerBrowVertical raw output of Float Eye tracking right inner brow vertical value.
CombinedEyeInnerBrowVertical raw output of Float Eye tracking average inner brow vertical value.
LeftEyeOuterBrowVertical raw output of Float Eye tracking left outer brow vertical value.
RightEyeOuterBrowVertical raw output of Float Eye tracking right outer brow vertical value.
CombinedEyeOuterBrowVertical raw output of Float Eye tracking average outer brow vertical value.
EyeDataSource IEyeDataSourceComponent Eye tracking data
SimulatingUser User Determines the user simulating the eye manager
SimulateOnHost Bool Determines if the eye manager is simulated by the host
IgnoreLocalUserHead Bool Determines if the eye manager should ignore the local user's head
UserHeadWeight Float Weight for looking at other user heads
UserHandWeight Float Weight for looking at hands
GrippingHandWeight Float Weight for looking at hands that are gripping
CameraWeight Float Weight for looking at cameras
ForcedCameraWeight Float Weight for looking at cameras that are forcing eyes to look at it
EyeReference Slot Slot that is used for referencing the origin of eye tracking data
EyeSeparation Float Seperation of the eyes
SaccadeSpeed Float Speed the eyes move during saccades (does not affect eye tracking)
LookTargetRoot Slot Slot that the eyes should look at
LookTargetLocalPoint Float3 The point that the eyes are looking at in local space.
LeftEyeTargetOffset Float3 The point that the left eye is looking at in global space.
RightEyeTargetOffset Float3 The point that the right eye is looking at in global space.
LookTargetOffset Float3 The point between the points both eyes are looking at in global space.
MinRandomSaccadeInterval Float Minimum time in seconds between random saccades
MaxRandomSaccadeInterval Float Maximum time in seconds between random saccades
MinTargetSaccadeInterval Float Minimum time in seconds between Targeting saccades
MaxTargetSaccadeInterval Float Maximum time in seconds between Targeting saccades
MaxRandomSaccadeOffset Float Maximum distance the eyes can randomly saccade off of the center of a target
DefaultAcceptAngle Float Maximum acceptance angle for random objects
DefaultBreakAngle Float Maximum angle before breaking eye contact with random objects
HeadAcceptAngle Float Maximum acceptance angle for Players
HeadBreakAngle Float Maximum angle before breaking eye contact with Players
CameraAcceptAngle Float Maximum acceptance angle for cameras
CameraBreakAngle Float Maximum angle before breaking eye contact with cameras
HandAcceptAngle Float Maximum acceptance angle for hands
HandBreakAngle Float Maximum angle before breaking eye contact with hands
DistanceCompensationExp Float At higher values, objects further away become easier to be within angle accept. Equation is [(ObjectAngleToEyeBall) * (Object Distance)^DistanceCompensationExp == new (ObjectAngleToEyeBall)]
LeftEyeCloseOverride Float Overrides the left eyelid when open
RightEyeCloseOverride Float Overrides the right eyelid when open
MinBlinkInterval Float Minimum interval between blinks in seconds
MaxBlinkInterval Float Maximum interval between blinks in seconds
BlinkMinSpeed Float Minimum Speed for blinks
BlinkMaxSpeed Float Maximum Speed for blinks
BlinkSpeedSpread Float How much to scale the randomness of blink speed. Basically to make more extreme values more common.
MinPupilSize Float Minimum pupil size
MaxPupilSize Float Maximum pupil size
PupilSizeNoiseSpeed Float How fast the random pupil noise will move
PupilSizeNoiseOffset Float How much extra random noise the right eye pupil size will have vs the left one.
EyeTrackingPupilSizeSmoothSpeed Float Smooth speed for tracked pupil dilation
MiniExpressionProbability Float chance for a miniexpression to occur
MiniExpressionInterval Float Interval between attempting to do a miniexpression
MiniExpressions list of EyeManager.MiniExpression A list of mini expressions to use when attempting a mini expression.

MiniExpression

Fields
Name Type Description
Weight Float The likelihood of this mini expression of being picked.
Direction Float3 The direction to look for this eye expression.
MinDuration Float The minimum amount of seconds this mini expression should last.
MaxDuration Float The maximum amount of seconds this mini expression should last.

Usage

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Examples

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See Also