Eyes Animator is component which will animate eye spheres to behave like real
or to behave more cartoon like, it’s up to you!
Eye movement is a small detail thing, but when it suddenly appear in your project, you can feel that it was truly missing. Component have intuitive settings which you can use to design your custom movement for eyes.
Main features:
● Includes interactive demo scenes
● Simulating eyes’ point of interest lag for more realism, which effect you can adjust using simple slider
● Random eyes movement simulation, with different presets:
From calm through nervous to psychical cues - movement of eyes when someone is lying / trying to remember sound etc.
● Eyelids blinking animation support
● Implementation to cooperate with Look Animator
● Quickly setup component with custom inspector
● Easily set clamp ranges with inspector visualization
Updated to version 1.0.2: ● Added icon on the right inside hierarchy to easily find objects with attached EyesAnimator ● Added component menu so you will find Eyes Animator components also under “Add Component” > “FImpossible Games” > “Eyes Animator” and the same for rest of my packages ● Added ‘Additional Eyelids Motion’ for FEyesAnimatorBlinking component, so you can controll eyelids to open them a little when character is looking up and closing a bit when looking down - it gives more natural effect and more range for clamping ● Added ‘LagStiffness’ variable for some more controll over lag effect
The eyeanimator component works really well but I have a small problem when trying to use the EyeAnimatorBlinking component. I can’t get access to the parameters because the GUI in the inspector window seems corrupted. Please see the 2 attached picture to see the problem.
I got both LookAnimator and EyeAnimator, is there anything specific I need to do to use the integration or I just have to add both of the components? Also how can we setup blinking using blendshapes instead of bones? We arent using face bones. Also for some reason I cant get the right eye tracking they are always rotated to the side by a large margin and I tried messing with the correction values but if I get it right at one side if I approach the NPC from the other the eyes are rotated even far to the side. Im using a character from CC3 but also have custom ones that I will try later.
On the other side LookAnimatorWEyes is working properly if I disable LookAnimator and EyeAnimator.
There is file “Look Animator Implementation.txt” in Eyes Animator directory, with link to google drive with package, unity asset store not allows to put .unitypackage files which needs other packages unfortunately.
There will be example scene of this implementation and new component, you add Look Animator to object and new eyes animator from package to object. New eyes animator component will sync target etc. with look animator.
About eye issue, there probably are strange source bone rotations going on and manual correction will be needed.
Please write on my mail and we can find way to fix it in clean way.
Lately I was doing implementation for blinking with blendshapes, we can talk more about it in mail, but I will put blendshapes feature on task list for new version then.
Okay I will contact you, please let me know about the blendshapes I have a deadline by the end of the month… And if it cant be done until then I will have to write my own.
Sorry, there was some issue with gui for additional modules (present unity 2019)
Blinking is now built inside one component, this parameters are under tab “Additional Modules”
(open directory …/Eyes Animator/Packages for converter of old blinking component to Eyes Animator V2)
I will send you patch package for fixing gui issue.
This asset is lovely, it adds a fantastic effect. Thank you so much for sharing your work!
I am unfortunately a bit stuck, I have eyelash objects that also use blendshapes separate from my eyelid/Head object. Is there a way to make multiple meshes with blendshapes work with blinking?
As I understand you already use “Blinking Mode: Blendshapes” but you need more blendshapes to be animated simultaneously.
I checked it and it would need some time to make component support multiple blend shapes, there are many small aspects like “Additional lid motion”, separated lists of data for every mesh etc. which are making it hard to simply add more blend shaped meshes.
As walkaround you can use this small script I prepared, you have to setup one main eyes animator then add more but set in them only blendshapes (after game start they will be disabled and update only blinking) And put them inside “Multi Blends Syncer” script in attacehement (inside also update for one script of eyes animator)
As far as I tested it work, if you have more info PM or mail