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RandomEyes3D Quick Start

To setup RandomEyes3D in your project:

  1. Import the SALSA asset package into your project.
    1. Menu Select:    Window > Asset Store > select your downloads
    2. Browse to:    SALSA with RandomEyes > Import
  2. For eye movement and blinking, your 3D model should contain five BlendShapes: lookUp, lookDown, lookLeft, lookRight, and Blink. For the quick start, we'll use the included boxhead model. Drag [boxHead] from the [Crazy Minnow Studio/Examples/Models] folder into a new scene. When you drag the model into the scene, it will have a [Skinned Mesh Renderer] attached to it that contains the BlendShapes.
  3. When using 3D models, it's important to align your characters eyes so they are facing the Z+ axis before you add the RandomEyes3D component. This ensures proper eye tracking. The RandomEyes3D inspector includes an option [Invert Tracking] that will compensate for an incorrect initial Z-axis direction when the RandomEyes3D component was added.
  4. With the character selected, the characters eyes facing the Z+ axis, and your [Skinned Mesh Renderer] visible in the inspector, select the [Components] menu, select [Crazy Minnow Studio], then [RandomEyes3D]. This will add the RandomEyes3D custom inspector to your character.
  5. RandomEyes3D contains five index fields in the top half of the custom inspector. Map these fields to the corresponding shapes for your BlendShape look positions. Click the [Auto-Link] button and RandomEye3D will attempt to map to the corresponding shapes automatically (LookUp, LookDown, LookLeft, LookRight, Blink {case insensitive}).
  6. When you added the RandomEye3D component, a [RandomEyes3D Gizmo] was created and parented to the [boxHead] character. If you expand the [boxHead] character by clicking the arrow next to the name, you'll see a new GameObject called [RandomEyes3D_Eye_Position]. This Gizmo is used to tell RandomEyes3D where the center of your characters eyes are. It has also been linked to the [Eye Position] property in the [Target Tracking] section of the [RandomEyes3D] custom inspector. Select the [RandomEyes3D_Eye_Position] GameObect and move the googly eyes up to the center point between the characters eyes.
  7. Click the [X] axis on the Unity [Scene Gizmo] to rotate the view to the side of the character. Move the [RandomEyes3D Gizmo] (googly eyes) to the front edge of the characters eyes.
  8. Now we'll rotate the character to face the default Main Camera. Select the [boxHead] character, in the [Transform] component set the Rotation Y axis to 180.
  9. Play the scene and enjoy 3D random eye movement and blinking. You can adjust things like range of motion, blend speed, blink duration, intervals, and eye and custom shape event broadcasting, see the inspector properties section for a detailed explanation of each property.


< RandomEyes2D Inspector PropertiesRandomEyes3D Custom Shapes >

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