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This repository has been archived by the owner on Aug 27, 2021. It is now read-only.
The eyes on some models (I tested with Mixamo/Fuse models) end up looking back into the skull.
This can obviously be fixed by editing the offset from -0.5 to 0.5, but then the up and down is reversed.
After some digging I found where this is updated, and added a bool to reverse the pitch.
I recommend adding a bool to flip the pitch to the driver options.
(example)
// ~line 412 of CharacterRigController.cs - duplicated for right eye just belowvarleftEyePitch= Quaternion.AngleAxis((m_EyeLookUpLeft-m_EyeLookDownLeft)* m_EyeAngleRange.x,m_FlipEyePitch? Vector3.left : Vector3.right);
The text was updated successfully, but these errors were encountered:
After playing with yet another character model with completely different structure/layout, they used y-up as forward direction for their eyes. It may be worth either allowing the user to set a specific direction as "forward" for the eyes, or grab the current position during setup and use that position as forward/default.
The eyes on some models (I tested with Mixamo/Fuse models) end up looking back into the skull.
This can obviously be fixed by editing the offset from -0.5 to 0.5, but then the up and down is reversed.
After some digging I found where this is updated, and added a bool to reverse the pitch.
I recommend adding a bool to flip the pitch to the driver options.
(example)
The text was updated successfully, but these errors were encountered: