OK, got the recording imported in V7. the eyes did not seem to record. Am I missing something.?
I was not sure if you meant eyelid morphs like blinking or looking one direction or the other.
Blinking Eyelids and Squinting
This should work in all versions of the pluigin. Here are a couple of things that I noticed can cause issues tho:
- A morph that is not built in, from someone else, that is turned on that is controlling eye or eyebrow morphs. Some morphs have a scientists beaker icon on them and take over any changes to the eyes open morphs.
- Autobehaviors like blink might be in the way. I turn off eye blink, and jaw morphs, but leave on automatic eyelid changes
Eyes Looking Left, Right, Up, Down
More things can go wrong here.
VaM does not have a way to control eyes in code easily, especially in a way that TImeline can control. To get around this, there is a mini plugin that I wrote and included with the FacialMotionCapture plugin. If you use version 7, you have it.
For playback to work in timeline, you will need to have the EyeGazeControl plugin added to the same person as Timeline. The name of the EyeGazeControl also need to match exactly (with the same "...#0..." and everything or else timeline it trying to change the wrong value.
Here are some pictures that hopefully explain it better.
1) For timeline playback, make sure that at least EyeGazeControl is enabled (Main.Plugin does not matter for timeline playback)
2) after importing your capture, make sure the looking around targets (lEyeRightLeft, lEyeUpDown, etc) are pointing at the same EyeGaze plugin id exactly.
* if they are not the same, you can salvage your animation work by editing the JSON file of your scene directly - be careful and make a backup! You can edit and replace "plugin#0_LFE.Eye....." with whatever matches the actual plugin # you actually have on the Person.
Hit me up if you are still having issue.