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    We want to announce that we will be working at reduced staffing for the holidays. Specifically Monday the 23rd until Jan 2nd.

    This will affect approval queue times and responses to support tickets. Please adjust your plans accordingly and enjoy yourselves this holiday season!

  • Hi Guest!

    Please be aware that we have released a critical security patch for VaM. We strongly recommend updating to version 1.22.0.7 using the VaM_Updater found in your installation folder.

    Details about the security patch can be found here.
Glance: Realistic head-driven eye motion

Plugins Glance: Realistic head-driven eye motion

- UI cleanup by @HAL9001
- Reduction of precision for FoV, so the quick buttons make more sense by @HAL9001
- Removal of range extension for some parameters by @HAL9001
- Fix for the self eyes/mouth targets (mirrors) actually using the other person's sliders
All credits for this update goes to @HAL9001 ! Thanks a lot of the contribution!

- Eyes closed (With max closed morph value) slider
- Configurable max pitch and yaw angles
- Refocus storable for immediate rescan
- GlanceTarget is now fully supported on person atoms, to increase or decrease their individual interest on all nodes
- FocusOnPlayer now locks on player for the maximum gaze time
- Configurable "anti cross-eye distance", requested by @CuddleMocap
- Prevent blinking when Blink Enabled is false
- Prevent blinking when the eyes are 25% closed or more
- Avoid targeting object when eyes are closed
- Additional debug information (which objects are in view and their probability)
- Correctly restore UseEyeTargetControl (e.g. when loading from a plugin preset)
- Added self eyes and hands targets so persons can look at themselves
- Add a new "None" preset to make it easier to cherry pick targets
- Look at all reflected objects in mirrors (e.g. the person will look at you and other objects through a mirror)
- Move the debug toggle at the top of the UI to make it more accessible, and hide the debug text field unless debug is enabled
- Increase frustum fov to 45 degrees (e.g. the person will look at you a little further on the sides)
- BlinkEnabled toggle and BlinkNow action (in the UI and in storables), useful for animation purposes (e.g. disable blinking while the eyes are closed)
- Target a custom object instead of the eyeTargetControl to avoid the target being in the way of selecting other things
- Allow reverting to the eyeTargetControl (e.g. if you need to animate it)
- Additional checks to catch that elusive Glance.OnEnable: System.NullReferenceException
- Gracefully ignore when set on non-person atoms
- When using monitor mode (M), enable eyes and mouth targets on WindowCamera
- Feature: Improved UI with sections
- Feature: Add GlanceTarget to objects you want to track
- Feature: Option to disable "unnatural" eye direction to allow focus on very large frusta
- Feature: Increased probability towards center of frustum
- Feature: Dual targets such as eyes will get shorter focus duration but not lower probability
- Feature: Objects entering field of view will be immediately looked at only if they have a higher weight
- Feature: New objects entering field of view now have a configurable cooldown to avoid "shake"
- Feature: Limit frustum values to 0.001-179.999
- MacGruber: Improved performance when changing multiple storables at the same time
- MacGruber: Fix incorrect scan frame spreading resulting in too many scans per second
- MacGruber: Make frustum "up" use the head "up" for better tilted frustum projections
- Breaking change: Objects with GlanceTarget_ prefix will not be looked at anymore
- Breaking change: Triggers with the "frustrum" storables were changed to "frustum"
- Other smaller improvements (thanks to MacGruber for many other fixes and improvements!)

Thanks:

- @MacGruber for contributing!
- @ddaamm for the Chloe model
- @SupaRioAmateur for the earrings and eye reflections
- @NoStage3 for the hair
- @TGC for the clothing

Shy preset:


Confident preset:

Now free!

New in 1.2.0:
- Keybindings integration: Glance.Toggle_FrustrumDebug and Glance.FocusOnPlayer
- Configurable gaze distance
- Focus on VR hands (as seen in leap motion demos)
- Avoid crashing when targets are removed from the scene
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