Eye Look doesn't respect seperated left and right rotation values in the Looking Left/Looking Right Rotation States
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ironicsoap
To reproduce, separate the eye look values into left and right, then only set rotation values for one of the eye bones and keep the other eye bone at 0 rotations for all states
The other eye bone will copy the Left and Right rotation values of the eye bone that had them set
The up and down rotation respects the split values
This is a problem for stylized avatars that need different L/R values for looking left and right, and overall unexpected behavior
I tried on two different avatars, one with 0 values on the left eye bone and the other with 0 values on the right eye bone
I'm not sure if the problem is on any platforms besides PC, I assume it probably is
It happens with Selfie Expression as well
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StormRel
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StormRel
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Can you provide an example avatar ID?
ironicsoap
StormRel yea!
avtr_74352c08-7bf8-4e14-9460-afe2f75e38d7
This ID has regular/intended rotation values set, but still has the bugged rotation
avtr_195dbd07-f022-4173-aad6-b9ee5321338c
This ID has all of the right eye values set to 0, to show more clearly that both eyes use the same L/R rotation values at runtime
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StormRel
ironicsoap: Thanks!
ironicsoap
In practice, this bug is a problem for avatars that have pupils that are not centered within the eyeball and need different L/R rotation values.
Face tracking respects the muscle limits set within the rig config so this isn't an issue if both eyes have the same rotation value.
But the avatar descriptor does not, leaving with no way to combat against this bug
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