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Look Alive Plugin: Special Eyes for your Characters

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    [SUPPORT] Look Alive Plugin: Special Eyes for your Characters

    What is it?

    Look Alive is a plugin that adds two components to use on your actors. The first is the LookAliveComponent, a child class of skeletal mesh component used specifically for eyes, so they can be animated seperately from your character's main skeleton. The second is the LookFocusComponent, a child of the BillboardComponent that is used to give the LookAliveComponent a place to look at.

    How do I use it?

    You need only add the components and tweak the properties to your liking. For example, on characters you could add a LAC and then parent a LFC to the LAC so that characters will make eye contact with each other. In the constructor you would add the LFC to the LAC's IgnoreFocuses array, so it does not attempt to look at itself.



    You can add LFCs to items and points of interest on the map as well. You could also and LACs to inanimate objects if you are going for a more cartoonish style.

    What if my mesh already has eyes?

    You have two options. Preferably, you can remove the eyes in a 3d modelling program. Alternatively, you could assign an invisible material to the eyes, assuming they use a separate material from the rest of the mesh. By invisible material, I mean a material set to 'Opacity Masked' and 'Unlit' with a value of zero plugged into the opacity mask.

    Please comment if you have complaints, questions, or suggestions. Thank you.


    ADVANCED DOCUMENTATION:

    LookAlive - inherits from SkeletalMeshComponent
    Variables
    IPD - float - controls distance between eyes
    EyeRadius - float - controls size of individual eyes
    Dilation(L/R) - float - 0 to 1 control of pupil dilation
    StareTime - float - length in seconds of the animation's stare cycle
    WanderTime - float- length in seconds of the animation's wandering eyes cycle
    WanderSpped - float - how fast the eyes wander from point to point in the animation's wander cycle, equal to 1/time between points
    SightConeHalfAngle - float - angle in degrees deviation from its +X axis it can make eye contact
    ManualFocus - bool - enabling will override eyes to focus on ManualFocusLocation
    FocusTime - float - time between changing focus
    IgnoreFocuses - array - list of LookFocuses that will be ignored when making eye contact
    ManualFocusLocation - vector - world space location to make eye contact with
    JiggleEyes - bool - enabling will make eyes physics driven

    LookFocus - inherits from BillboardComponent
    Variables
    FocusPriority - float - 0 to 1 likelihood of being chosen as the focus of a LookAlive
    FocusRadius - float - max distance beteen LookFocus and LookAlive that LookAlive can make eye contact
    VisibilityAngle - float - max angle in degrees line from LookFocus to LookAlive can deviate from +X and allow eye contact


    *Version 3.0 submitted. New eye model, new material, new appearance controls in the component!*

    *Version 4.0 submitted with asymmetric eye settings*


    TODO LIST:
    More eye models
    Last edited by BlackFangTech; 08-15-2017, 05:56 AM.

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    #2
    Hi I get this error when I load up a project in 4.12. This is installed to the official version of 4.12.
    Click image for larger version

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    Comment


      #3
      Hi BlackRang666 I have a few questions about the support documentation. There are bits I don't understand so hopefully you will be able to clear a few things up. You say

      "From your blueprint you can call functions to set the focus location of the eyes manually."

      How would I go about doing that? Can you show screenshots from your project that I can copy or even PM them to me if you don't want them here.


      "You can also set the component to use Auto Focus which will cause it to look at LookFocusComponents based on
      priority and viewing angle."

      I don't see that option in this plugin. I did in the youtube video you provide but the option doesn't seem to be in the latest build.
      Click image for larger version

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      "For characters, you will want to add a LookFocusComponent parented to the
      LookAliveComponent so that the characters appear to make eye contact."

      Again how would I go about doing this? Can you show any examples?

      "In the constructor of that actor,
      you can add the actor’s LookFocusComponent to the IgnoreFocuses array of its LookAliveComponent so that it
      does not try to make eye contact with itself."

      What is the constructor of that actor? Do you mean construction script? If so how would I add those.

      "Eyes will sometimes wander when they have no focus. This behavior
      is controlled by the animation blueprint provided."

      I couldn't find any animation blueprint provided with this plugin. Where would it be located?

      To top off this seems like a fantastic plugin for people that want AI to make eye contact with the player. There are just a few things letting it down like the lack of proper instructions to be able to set it up. A lot of people buy plugins and Blueprints from the marketplace because they lack the skills to do it themselves so to release a plugin without any of the blueprints to get it working will make this useless for a lot of people. Right now I can't use this plugin but I am sure if you answer my questions above I will be able to.

      Comment


        #4
        Hi BlackRang666 I am having another issue with this plugin. I can see in your video that the eyes move with the mesh as the meshes animation BP plays however when I added the animation blueprint for my character the eyes wouldn't move with the mesh. Why is this happening?

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        Comment


          #5
          @tcla Yes, the construction script is the blueprint's constructor. The animation blueprint is in the Animations folder of the plugin content directory. You can modify it or copy it and modify the copy to your needs. AutoFocus was replaced with ManualFocus, which is basically the inverse. With manual focus unchecked, it will automatically attempt to focus on a LookFocusComponent. With Manual Focus checked, it will look at the ManualFocusLocation. Did you parent the eyes to the head bone? It looks like you did not set the attachment socket. I am working with Epic on getting the documentation updated. The plugin was in 'Epic purgatory' since some time in 2015.

          Check out my discord -> https://discord.gg/kQdVwJ3

          Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

          Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

          Comment


            #6
            Originally posted by BlackRang666 View Post
            @tcla Yes, the construction script is the blueprint's constructor. The animation blueprint is in the Animations folder of the plugin content directory. You can modify it or copy it and modify the copy to your needs. AutoFocus was replaced with ManualFocus, which is basically the inverse. With manual focus unchecked, it will automatically attempt to focus on a LookFocusComponent. With Manual Focus checked, it will look at the ManualFocusLocation. Did you parent the eyes to the head bone? It looks like you did not set the attachment socket. I am working with Epic on getting the documentation updated. The plugin was in 'Epic purgatory' since some time in 2015.
            Ok so it was a 4.12 project I was working on I didn't realise that only 4.13 was supported. Thats why the Animation BP wasn't showing up. Is there any way you can make a 4.12 compatible version.

            I tried out testing it in a 4.13 project and I did exactally as you say here " With manual focus unchecked, it will automatically attempt to focus on a LookFocusComponent. " so I put a LookAliveComponent in a AI mesh and a LookFocusComponent in the main character. I left the manual focus unchecked but this alone doesn't work. Can you take a look at this video and tell me what I am missing or where I am going wrong.

            https://www.youtube.com/watch?v=4ov8JooJ1DE

            The video you have on youtube is over half a year old and has a different BP to the one in the finished package. Can you not just make a new video showing you setting it up in a new project so we can see exactly what to do? It took me quite literary 5 minutes to record and upload that video.
            Last edited by tcla75; 10-12-2016, 04:40 AM.

            Comment


              #7
              Originally posted by BlackRang666 View Post
              @tcla I am working with Epic on getting the documentation updated. The plugin was in 'Epic purgatory' since some time in 2015.
              Also if you have new documentation can I get a copy of that rather than wait until its updated on the store. I'm pressing this because I have a deadline to make which is why I am keeping an eye on when you come online. Sorry if that sounds a bit much but these are very basic requests I am making for a project I need to update now.

              Comment


                #8
                [MENTION=50701]tcla75[/MENTION] You still have not set the parent socket. You should look for a tutorial on basic blueprinting and component parenting. In your case the parent socket should be set to the head bone of the mesh. Because the plugin was not intended for 4.12 the animation blueprint (saved with 4.13) will not work. Ergo, you will need to delete the abp from the plugin content directory and create a new one to replace it using 4.12. You will need to put it in the same location with the same name for it to be loaded as the default. Because the abp drives all motion of the eyes, they will not do anything without one.

                Check out my discord -> https://discord.gg/kQdVwJ3

                Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

                Comment


                  #9
                  "Because the plugin was not intended for 4.12 the animation blueprint (saved with 4.13) will not work. Ergo, you will need to delete the abp from the plugin content directory and create a new one to replace it using 4.12. You will need to put it in the same location with the same name for it to be loaded as the default. Because the abp drives all motion of the eyes, they will not do anything without one. "


                  Why have you ignored my questions in regard to the 4.13 project I talked about?

                  " You still have not set the parent socket."

                  Did you look at the video?

                  Click image for larger version

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                  The parent socket is attached. If you meant the lookfocus component then I have just done that and it still doesn't work.
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                  I really want to be able to give you a good review for this plugin but the lack of answers here is making me want to do the opposite. Look I'm going to put this down to crossed wires here and maybe you are not understanding what I am asking so I am going to be as clear with the following questions and would appreciate as the seller to give me some support here. Again I am trying to go all out here and be as polite as I can. I think this would be a fantastic plugin but there are some things that you are not clear on and telling me I need to go off and learn about basic Blueprints is not great customer service.

                  1. Once I have attached the LookAliveComponent and attached the head socket like I have done in the video to a A.I character and when I have put a LookFocusComponent in the main character BP ( I have tried both attached to a head socket and not attached to a head socket) is there anything else I am meant to do? If not then why didn't it work when I did exactly that in the 4.13 project in the video?

                  2. Can you confirm you watched the video?

                  3. Are you planning on releasing a new video showing the updated BP and how to set it up in a new project?

                  4. If the new documentation that you talk about address these issues can you email a copy to me rather than wait until its updated on the store?

                  Look all I want is for those 3 basic questions to be answered and I will leave you alone.

                  Comment


                    #10
                    I can't tell anything from the 2nd half of your video because you won't stand still.

                    Check out my discord -> https://discord.gg/kQdVwJ3

                    Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

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                    Comment


                      #11
                      Originally posted by BlackRang666 View Post
                      I can't tell anything from the 2nd half of your video because you won't stand still.
                      When I stand still the same thing happens. He doesn't make eye contact. Are you serious? That is your answer to my 4 questions. Do you actually want to help me with this or not? How is it so hard to say

                      1. Yes that is all you have to do. Have you tried x y and z? or no what you also need to do is this...

                      3. Yes I am or No I am not

                      4 Yes here you go. No I can't sorry.

                      If not I will go off and make my review now
                      Last edited by tcla75; 10-12-2016, 05:52 PM.

                      Comment


                        #12
                        Originally posted by tcla75 View Post
                        Are you serious? That is your answer to my 4 questions. Do you actually want to help me with this or not? If not I will go off and make my review now
                        Respectively: Yes, I am serious. No, I felt like trying to solve your issues with the plugin was more relevant than those questions at the moment. I am going out of my way to help you. You are welcome to review any of my content at any time, but I thought you would like to focus on resolving your issue.

                        Previous questions answered:
                        1. You shouldn't need to do anything else. It works for me out of the box.
                        2. I watched the video.
                        3. I am. If Epic told me when the plugin was scheduled for release in advance, there would already be one.
                        4. The new documentation will likely not address your issue, because I have not identified what your issue is yet. I am going to edit documentation into the top post as I write it, so up to date info is always available independent of Epic.

                        Check out my discord -> https://discord.gg/kQdVwJ3

                        Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

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                        Comment


                          #13
                          Originally posted by BlackRang666 View Post
                          1. You shouldn't need to do anything else. It works for me out of the box.
                          It doesn't at least not for me. There must be some information I am missing here. If you look at the following Video you can see me create a LookAliveComponent from scratch. You can see its 4.13 I'm working with. Can you take a look at the following Video and just please give me one of the following two possible answers?

                          1. Yes you did everything right and it should have worked.
                          2. No you missed something here (and then explain what I missed)

                          https://www.youtube.com/watch?v=mzLduFALe_U

                          Comment


                            #14
                            Originally posted by tcla75 View Post
                            It doesn't at least not for me. There must be some information I am missing here. If you look at the following Video you can see me create a LookAliveComponent from scratch. You can see its 4.13 I'm working with. Can you take a look at the following Video and just please give me one of the following two possible answers?

                            1. Yes you did everything right and it should have worked.
                            2. No you missed something here (and then explain what I missed)

                            https://www.youtube.com/watch?v=mzLduFALe_U
                            Yes, you did everything right. In that video I can see that it is working. Here are some of the time stamps the npc makes eye contact with you.

                            3:12, 3:15, 3:20, 3:23, 3:32, 3:35, 3:43, 3:46, 4:08, 4:18, 4:23, 4:25, 4:29

                            Check out my discord -> https://discord.gg/kQdVwJ3

                            Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

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                            Comment


                              #15
                              Originally posted by BlackRang666 View Post
                              Yes, you did everything right. In that video I can see that it is working. Here are some of the time stamps the npc makes eye contact with you.

                              3:12, 3:15, 3:20, 3:23, 3:32, 3:35, 3:43, 3:46, 4:08, 4:18, 4:23, 4:25, 4:29
                              Why does it look away all the time? Making eye contact means just that. It looks at you and continues to look at you like in your video. Even if you move around. https://youtu.be/fBO_taV3uRw?t=11

                              Are you saying this is the way its supposed to work? https://youtu.be/mzLduFALe_U?t=194

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