LookAt UV requires
VRMLookAtBlendShapeApplyer components. In the default setting, please remove
VRMLookAtBoneApplyer and add
VRMLookAtBlendShapeApplyer in the VRM model’s Inspector window.
Inspector -> Add Component -> VRMLookAtBlendShapeApplyer.
Control the Eye Gaze with the Texture’s UV¶
A method that can move the model’s eyes by sliding Texture up, down, left, or right.
Unity Chan belongs to this type.
Search the eye material¶
Please search the eye material in the Project window. The
Tiling Offset setting will be displayed in the Inspector window:
The values should be
1, 1, 0, 0 (if the values are different, the followings are for reference only).
Now you can try to change the values of
Offset X and Y. X value is left or right movements for the eyes. Y value is for moving the eyes up and down.Since we have found where the eye materials are, we set the X and Y values back to
0 and proceed to the next step.
Set up LookUp, LookDown, LookLeft and LookRight¶
In the following example, we will set up the eye movement based on UV value for the material
eye_L1 (see the above image).
unlit/transparent cutout is applied in the material.
Please select the
LookLeft asset in the Project window:
Tliling = 1, 1,
Offset = 0, 0
Adjust Offset value in the LookLeft setting
Repeat the same procedure for
In the default setting, when the look angle between the target and the model’s head reaches 90 degrees, the BlendShape value is set to 1.
Any angle greater than 90 degrees will clamp the BlendShape value to 1.
Curve X Range Degreeis set to a lower degree, the pupil will move widely even at a small angle change.
Please set up