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Eye driver using bones runs backwards on some models. #26

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Janooba opened this issue Apr 30, 2019 · 4 comments
Closed

Eye driver using bones runs backwards on some models. #26

Janooba opened this issue Apr 30, 2019 · 4 comments

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@Janooba
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Janooba commented Apr 30, 2019

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 below
var leftEyePitch = Quaternion.AngleAxis((m_EyeLookUpLeft - m_EyeLookDownLeft) * m_EyeAngleRange.x, m_FlipEyePitch ? Vector3.left : Vector3.right);
@Janooba
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Janooba commented Jun 13, 2019

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.

@bradweiers
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Good catch @Janooba. We'll look into this for the next release.

@fengkan
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fengkan commented Jul 6, 2020

Is there any update on this issue?

@bradweiers
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Please see the latest update and let me know if it's still an issue.

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