VRChat
phi16 Mar 16, 2018 @ 10:09pm
Failed to perform eye blinking
According to Blender to Unity Vrchat Avatar Creation[docs.google.com] document, I made a custom avatar with 19 shape keys (vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lower_right are the first of four shape keys).

In Unity, blend shapes looks correctly imported as following image. (of course, changing values makes a face morphing)
screenshot[www.dropbox.com]

But in VRChat, the avatar doesn't perform eye blinking. What's the missing point of my process?
There may be some internal conditions for enabling eye blinking. I would be glad if you let me know what are those.

(Addition: In some lecture videos, they looks making eye blinking animation manually. My understanding is that those videos are out of date and VRChat will automatically make an animation. Is this correct?)
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Rokk Mar 17, 2018 @ 2:05pm 
You need to assign eye bones in Unity. If you used CATS Blender Tool to create the blinking, you have to assign LeftEye and RightEye in the head. Make sure the jaw bone is unset too, just to be sure.

Eye tracking/blinking is set up in a hacky way, to be honest. Eye blinking works as follows:
  • Left Eye and Right Eye have to be assigned in Unity, in the rig of the model.
  • The first four shape keys will be used for eye blinking. This can really mess up lipsync on avatars with missing blinking or lowerlid shape keys. CATS usually generates empty ones for these. Definitely use this tool, even if your model isn't MMD.
  • Eye blinking/tracking will only work if the Avatar Descriptor component is set directly onto the model. For example, if your avatar descriptor is on a GameObject, eye tracking/blinking won't work.

Originally posted by phi16:
(Addition: In some lecture videos, they looks making eye blinking animation manually. My understanding is that those videos are out of date and VRChat will automatically make an animation. Is this correct?)

Correct, VRChat now automatically uses the first four blend shapes on your mesh to create eye blinking. You can still create the animations manually if you want unique blinking animations, or if the blinking won't work for whatever reason (such as having a game object as avatar descriptor). Remember that you have to set your animation to Legacy if you want it to always play.
Last edited by Rokk; Mar 17, 2018 @ 2:08pm
phi16 Mar 17, 2018 @ 11:22pm 
I tried to use CATS Blender Tool, then it worked! (I've tried that a while ago, but at the time the tool didn't recognize my model correctly. Now, I changed some bone's name, then the tool successfully worked.)

I couldn't realize what is happening in the tool, but thanks anyway.
Vatarga Mar 18, 2018 @ 12:08pm 
Cats works good for automatic blinking, but if you want to do custom facial animations later (eg. Wink, close eyes) I prefer to animate blinking the old way so the cats version doesn't mess it up
Space Alpaca :) Nov 8, 2018 @ 3:04pm 
Originally posted by Rokk:
Eye blinking/tracking will only work if the Avatar Descriptor component is set directly onto the model. For example, if your avatar descriptor is on a GameObject, eye tracking/blinking won't work.

Could you elaborate on that? I'm having issues with blinking but I have Left and Right Eye assigned but it still doesn't blink. Do I have to put the Avatar Descriptor on the mesh/the armature? because I have on the main object that holds both and haven't had issues before but I'm at a loss.
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Date Posted: Mar 16, 2018 @ 10:09pm
Posts: 4