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
Back
Top Bottom