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- #Vrchat eye tracking how to#
- #Vrchat eye tracking full#
While Follow Limit controls how far to track a player, Offset Limit controls how far the eye will rotate while tracking a player. Higher values will allow players at the very peripheral of vision to still be tracked, while smaller values will cause the eyes to ignore tracking the player if they aren't closer to the center of view. How far from the center of the avatars vision other players need to be, to still be tracked by the eye. Useful for making custom gestures, such as the popular shrinking iris crazy face. How often the micro movements of the eye looks around the target of focus. 9 looks more natural, otherwise the eye will slowly shift to look around. How fast the eye shifts from following a target, to not following a target, or the transition time. Percentage of time the eyes spend looking at its target.
#Vrchat eye tracking how to#
Please see the following YouTube video on how to set up the avatar and shader. The benefit of non-hollow eye sockets is more accurate shading, as light will hit an actual eye ball, instead of creating shadows inside a socket. Additionally, eyes can be a much wider array of shapes besides a perfect sphere, avoiding the need to use hollow eye sockets with floating iris. There are benefits to using this over the solution provided by VRChat, as it offers additional fine tuning customization that can also be controlled by animations/gestures. Looks good? Then everything should be fine! If I've missed a step, please contact me.This is a shader based eye tracking solution that works as an extension/plugin on top of XSToon.
Check the rotation of Left/RightEye and set it to 0. Expand the Armature and walk down it using the bone names. Check Left/RightEye are assigned in the Humanoid Avatar configuration.
Check the blendshapes are in the right order. Here's what I do to test that my eye tracking will work in-game. Note that it doesn't set the bone rotation how Unity will, so don't expect it to work just because of the Cats test. You can then use the Cats eye tracking test to test it. This typically means either rotating the heads of one to match the other, copying the roll, or just copying your head bone and putting it in the right place.įor example, you can correct them by setting the tails of your head and eye bones to be directly above their heads and removing their roll. So, the simple fix for any eye tracking problem is to make sure the eye bones match the orientation of the head bone. That's where they'll be in-game while looking straight ahead. You can check this in Unity by finding your Left/RightEye bones and setting their rotation to (0,0,0). In Unity, the default position/rotation of the eye bones is set by their relative rotation to the head bone.īecause of this, you want to make sure the orientation and position of your eye bones matches that of your head bone. When the eyes move, they're rotated relative to (0, 0, 0). The neutral rotation of the eye bones is set to (0, 0, 0). Here's how the eye tracking works in-game. They can be almost the same as the Basis shape, but Blender won’t export empty blendshapes.įinally, your main avatar mesh must be named Body for blinking to work. In practice, the names don't matter, only their position. They must be in the first four slots (index 0-3), and should be named (vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right). (This is in the same place you remove your jaw bone assignment to stop it from hanging open.)īlinking blend shapes must exist. The eye bones must be assigned in the Humanoid Avatar configuration for your avatar. And they only need to exist - they don't need weights/skinning. #Vrchat eye tracking full#
Unlike full body IK, there can be no in-between bones.
Armature > Hips > Spine > Chest > Neck > Head > LeftEye and RightEye. Your avatar's hierarchy must be set up and named in the way VRchat expects. The Basicsįirst, let's go over what's already widely known. This page contains notes on how to add or fix eye tracking in avatars.