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Look Alive Plugin: Special Eyes for your Characters

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  • replied
    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.

    Leave a comment:


  • replied
    @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.

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    Hi I get this error when I load up a project in 4.12. This is installed to the official version of 4.12.
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  • 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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