Live Link Eye tracking Setup for Custom Character

I have a custom character with blendshapes set up for live link. Facial animation works but I’m having trouble getting the eyes moving. The eyes don’t have blendshapes but I’m wondering how to set up blueprints for rotations from the joint. Any insight is appeciated!

You can get the data from LiveLink from the eyes within tha ABP ( using get curve value ) and simply assign the 0to1 value of the rotation of the eye joint.
For example get the curve value for eyeLookInLeft, then check which axis of the left eye correspond to the rotation of your left eye towards the nose, use a MapRangeClamped feeding the get curve value as input and the output is going to be used to drive the joint orientation.
Do the same thing for the look up/down/right and you should be good to go :slight_smile:

Awesome! Thank you for replying! I also watched this tutorial that uses similar blueprints to the ones you mentioned but it didn’t work out for me. https://www.youtube.com/watch?v=BLoNpwrKtHo I’ve tried adding the eyes as a socket as well as importing it with the skeleton rig and it hasn’t worked out. Could it be that I added in the wrong values? I’m using version 5.3.