• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
HK FullPersonControl

Plugins + Scripts HK FullPersonControl

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✨ New Feature — Eye Light Sensitivity​


Control how your character's pupils react to scene lighting. Some scenes may be too bright for the default sensitivity, causing the pupils to stay overly constricted and blinking to occur frequently.
You can now enable or disable light sensitivity entirely, and fine-tune the threshold to match your scene's lighting.

How to use it
  • Go to Eye Control → Pupil
  • Toggle Light Sensitivity on or off
  • When enabled, adjust the Light Sensitivity Threshold slider to control at what light level the pupils begin to constrict and blinking increases
  • Lower values make the eyes more sensitive (react to dimmer light); higher values require brighter light before the pupils respond

How it works
  • When enabled, the plugin measures nearby light intensity and adjusts pupil dilation in real time
  • Bright light causes pupils to constrict and increases blink rate
  • Dim light causes pupils to dilate naturally
  • When disabled, pupils remain at their default size with no automatic adjustment



🔧 Refinement — More Realistic Eye Movement​


Eye rotation speeds have been refined to better match how real eyes move:
  • Saccades (quick glances) now scale with distance to the target, producing fast snappy movements for nearby objects and appropriately swift rotations for distant ones
  • Smooth pursuit (tracking a moving object) follows the target's angular velocity naturally
  • Vestibulo-ocular reflex (stabilising gaze during head movement) matches head rotation speed for steady vision



🛠 Cleanup — Improved Plugin Unload Behaviour​


When FullPersonControl is removed from a scene, all eye settings are now properly restored to their original values. This includes look-at targets, eye rotation limits, and look mode — so removing the plugin no longer leaves the character's eyes in an unexpected state.



✨ Improvement — Auto Expressions and Auto Blinking Now Handled Automatically​


Previously, FullPersonControl required you to manually disable Auto Expressions and Auto Blinking on your character before the plugin's eye and expression systems would work correctly. This step is now performed automatically when the plugin loads — you no longer need to adjust any character settings yourself.



🛠 Fix — Strap-On Stability​


Fixed an issue where removing the plugin or changing scenes while the strap-on was in the process of being set up could cause errors. The attachment process is now safely cancelled if the plugin is unloaded mid-setup, preventing unexpected behaviour during scene transitions.



🐛 Fix — Squinting Now Actually Works​


Characters will now correctly narrow their eyelids in response to bright light. A calculation error meant the squint system had no visible effect regardless of light levels — eyes would never partially close even in very bright scenes. This is now fixed, and squinting behaves as intended.



🐛 Fix — Blinking While Squinting Looks Natural​


When a character's eyes are already partially closed due to squinting, blinks now move the eyelid the correct distance and at a realistic speed. Previously, the eyelid would attempt to close the full range regardless of how squinted the eye already was, resulting in abrupt or visually incorrect blink motion. The eyelid now travels only the remaining distance from its squinted position, keeping the movement smooth and organic.



🐛 Fix — Eyes No Longer Freeze During Blinks​


Eye tracking and position updates now continue to run correctly throughout blink animations. Previously, eye movement could stall or stutter mid-blink.
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