Hey Everyone! Happy New Year!
So, the eyelids are currently controlled by a hack inserted long ago
invoke the appropriate viseme/face command on a regular interval:
main(..) loop
mcu::update() character loop
SbmCharacter::eye_blink_update(..)
The seq for a blink would look something like this:
# close eyes, very quickly (0.05 second transition)
0 char doctor viseme blink 1 0.05
# open eyes
0.06 char doctor viseme blink 0 0.05
The bones involved are not propagated from the MotionEngine controllers
to the bonebus. So controllers can't control them directly.
However, with the (incomplete) face controller framework, these bones
will be controllable. More to the point, there are higher-level
channels to controls these bones as action units: "au_45_left" and
"au_45_right". See default_init_face.seq for the configuration and
SbmCharacter::init_skeleton() for the bone insertion.
Anm
Marcus Thiebaux wrote:
> This topic has come up in relation to the SBM Gaze paper. What do we have
> that currently controls eyelids: for blinking, accommodation to eye pitch,
> etc? Is there an eyelid bone that's part of the FACS? Is there something
> on the game-engine side that does eye-lid management?
>
> Any subjective comments on current eye-lid appearance and behavior?
>
> -Marcus
>
>
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