βπ¬ Accurate Eye Tracking Transforms
π¬ Requires VRChat
Adds a new FX layer that animate 4 custom eye transforms, X and Y being separate transforms, which will be almost as accurate as your hardware allows.
This can be used for creating a visual accessory on your avatar to visualize where you're looking at.
How to useβ
To use this component:
- Add a "PA-VRC Accurate Eye Tracking Transforms" component anywhere in your avatar.
- You need to create transforms in your avatar following this hierarchy structure:
- ...
- (Head transform of the Avatar)
- AccurateEyeTrackingTransforms
- AccurateLeftEyeYaw
- AccurateLeftEyePitch
- AccurateRightEyeYaw
- AccurateRightEyePitch
- AccurateLeftEyeYaw
- AccurateEyeTrackingTransforms
- (Head transform of the Avatar)
- ...
- You don't have to use those names.
- Make sure that the AccurateLeftEyeYaw, AccurateLeftEyePitch, AccurateRightEyeYaw, AccurateRightEyePitch transforms have a local rotation set to zero.
- Make sure that the AccurateLeftEyePitch, AccurateRightEyePitch transforms have a position set to zero.
- The AccurateEyeTrackingTransforms transform should be roughly located where your viewpoint is.
- The AccurateLeftEyeYaw, AccurateRightEyeYaw transform positions should be shifted left and right.
- You are free to use a Modular Avatar Bone Proxy component to parent the AccurateEyeTrackingTransforms transform to your head.
- On the component, assign the LeftEyeYaw, LeftEyePitch, RightEyeYaw, RightEyePitch fields accordingly.
- By default, the component is configured to use Adjerry91's VRCTraceTracking-Templates animators.
- If you use a different face tracking animator template, change the Vendor to "Custom", and redefine the eye tracking parameters to match your own animator template (which may be smoothed).
Versionsβ
- 2.1.0: Added.
Classification: This component is π¬ VRChat Only.