Neon Avatar v0.1 — Realistic VTuber avatar for face tracking
Pipeline: Webcam → Z-Ray Facetracker → Unity (OpenSeeFace) → Avatar → OBS Components: - avatar.blend: Blender 5.1 source (31K verts, 52 ARKit blendshapes) - avatar.fbx: FBX export for Unity - NeonAvatarDriver.cs: Unity script mapping OpenSeeFace → blendshapes - create_avatar.py: Procedural avatar generation script Avatar: Female, 22y, black hair, blue eyes, slim, winter clothing Features: Idle breathing, auto-blink, head rotation tracking, mouth/brow tracking
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/*
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* NeonAvatarDriver.cs — Face Tracking Driver for Unity
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* =====================================================
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* Receives OpenSeeFace tracking data from Z-Ray Facetracker (UDP 11573)
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* and maps it to a standard SkinnedMeshRenderer with ARKit blendshapes.
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*
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* No VRM needed — works with any avatar that has ARKit-compatible blendshapes.
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*
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* Setup:
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* 1. Import avatar FBX with blendshapes into Unity
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* 2. Add this script to a GameObject
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* 3. Assign the SkinnedMeshRenderer of the avatar's head
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* 4. Make sure Z-Ray Facetracker is running (flatpak run de.z_ray.Facetracker)
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*/
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using UnityEngine;
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using OpenSee;
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using System.Collections.Generic;
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public class NeonAvatarDriver : MonoBehaviour
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{
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[Header("References")]
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[Tooltip("The OpenSeeFace receiver component")]
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public OpenSee openSeeReceiver;
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[Tooltip("SkinnedMeshRenderer of the avatar head with blendshapes")]
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public SkinnedMeshRenderer headMesh;
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[Tooltip("SkinnedMeshRenderer of the avatar body (optional, for body movement)")]
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public SkinnedMeshRenderer bodyMesh;
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[Header("Head Movement")]
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[Tooltip("How much the avatar head rotates with the webcam tracking")]
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public float headRotationScale = 1.0f;
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[Tooltip("Smooth factor for head rotation (higher = smoother)")]
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public float headSmoothing = 5.0f;
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[Tooltip("Transform of the head bone (for rotation)")]
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public Transform headBone;
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[Header("Eye Tracking")]
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public bool enableEyeTracking = true;
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public float eyeRotationScale = 1.0f;
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[Header("Blendshape Settings")]
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[Tooltip("Prefix for blendshape names (empty if using ARKit names directly)")]
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public string blendshapePrefix = "";
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[Tooltip("Multiplier for mouth blendshapes")]
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public float mouthScale = 1.5f;
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[Tooltip("Multiplier for brow blendshapes")]
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public float browScale = 1.2f;
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[Tooltip("Multiplier for eye blendshapes")]
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public float eyeScale = 1.0f;
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[Header("Idle Animation")]
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[Tooltip("Enable idle breathing animation")]
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public bool enableBreathing = true;
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[Tooltip("Breathing speed")]
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public float breathingSpeed = 0.3f;
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[Tooltip("Breathing intensity")]
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public float breathingIntensity = 0.015f;
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[Header("Auto Blink")]
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public bool enableAutoBlink = true;
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public float minBlinkInterval = 3.0f;
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public float maxBlinkInterval = 8.0f;
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public float blinkSpeed = 0.15f;
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// Private state
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private Dictionary<string, int> blendshapeMap = new Dictionary<string, int>();
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private Quaternion smoothedHeadRotation = Quaternion.identity;
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private float breathingTimer = 0f;
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private float nextBlinkTime = 0f;
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private float blinkState = 0f;
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private bool blinking = false;
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// ARKit blendshape names (standard 52)
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private static readonly string[] ARKIT_SHAPES = {
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"EyeBlinkLeft", "EyeLookInLeft", "EyeLookOutLeft", "EyeLookUpLeft", "EyeLookDownLeft",
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"EyeBlinkRight", "EyeLookInRight", "EyeLookOutRight", "EyeLookUpRight", "EyeLookDownRight",
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"EyeSquintLeft", "EyeSquintRight", "EyeWideLeft", "EyeWideRight",
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"JawOpen", "JawLeft", "JawRight", "JawForward",
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"MouthClose", "MouthFunnel", "MouthPucker", "MouthLeft", "MouthRight",
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"MouthSmileLeft", "MouthSmileRight", "MouthFrownLeft", "MouthFrownRight",
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"MouthDimpleLeft", "MouthDimpleRight", "MouthStretchLeft", "MouthStretchRight",
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"MouthRollLower", "MouthRollUpper", "MouthShrugLower", "MouthShrugUpper",
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"MouthPressLeft", "MouthPressRight", "MouthLowerOuterLeft", "MouthLowerOuterRight",
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"MouthUpperOuterLeft", "MouthUpperOuterRight",
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"CheekSquintLeft", "CheekSquintRight", "CheekPuff",
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"NoseSneerLeft", "NoseSneerRight",
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"BrowInnerUp", "BrowInnerDown",
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"BrowOuterUpLeft", "BrowOuterUpRight", "BrowOuterDownLeft", "BrowOuterDownRight",
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};
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void Start()
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{
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// Build blendshape name → index map
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if (headMesh != null && headMesh.sharedMesh != null)
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{
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var mesh = headMesh.sharedMesh;
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for (int i = 0; i < mesh.blendShapeCount; i++)
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{
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string name = mesh.GetBlendShapeName(i);
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blendshapeMap[name] = i;
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}
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Debug.Log($"[NeonAvatar] Found {blendshapeMap.Count} blendshapes on {headMesh.name}");
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// Log which ARKit shapes are present
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int found = 0;
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foreach (var shape in ARKIT_SHAPES)
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{
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if (blendshapeMap.ContainsKey(blendshapePrefix + shape))
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found++;
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}
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Debug.Log($"[NeonAvatar] {found}/{ARKIT_SHAPES.Length} ARKit blendshapes found");
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}
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// Set next blink time
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ScheduleNextBlink();
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}
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void Update()
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{
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// Breathing
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if (enableBreathing && bodyMesh != null)
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{
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breathingTimer += Time.deltaTime * breathingSpeed;
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float breath = Mathf.Sin(breathingTimer * 2f * Mathf.PI) * breathingIntensity;
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// Scale chest slightly
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bodyMesh.transform.localScale = new Vector3(
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bodyMesh.transform.localScale.x,
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bodyMesh.transform.localScale.y + breath * 0.01f,
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bodyMesh.transform.localScale.z
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);
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}
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// Auto blink
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if (enableAutoBlink)
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{
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HandleAutoBlink();
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}
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// Process face tracking data
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if (openSeeReceiver == null || openSeeReceiver.trackingData == null || openSeeReceiver.trackingData.Length == 0)
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return;
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var data = openSeeReceiver.trackingData[0];
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if (data == null)
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return;
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// --- Head Rotation ---
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if (headBone != null)
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{
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// OpenSeeFace provides head rotation as quaternion
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Quaternion targetRot = data.rotation;
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targetRot = Quaternion.Euler(
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-targetRot.x * headRotationScale,
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targetRot.y * headRotationScale,
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-targetRot.z * headRotationScale
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);
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smoothedHeadRotation = Quaternion.Slerp(smoothedHeadRotation, targetRot, Time.deltaTime * headSmoothing);
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headBone.localRotation = smoothedHeadRotation;
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}
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// --- Eye Open/Close ---
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if (enableEyeTracking)
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{
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SetBlendshape("EyeBlinkLeft", (1f - data.leftEyeOpen) * eyeScale);
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SetBlendshape("EyeBlinkRight", (1f - data.rightEyeOpen) * eyeScale);
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}
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// --- Mouth ---
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// OpenSeeFace provides mouth-related data via landmarks
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// We need to compute blendshape values from the facial landmarks
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if (data.landmarks != null && data.landmarks.Length >= 70)
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{
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ComputeMouthBlendshapes(data.landmarks);
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ComputeBrowBlendshapes(data.landmarks);
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}
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// --- Eye Gaze ---
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if (enableEyeTracking && data.landmarks != null)
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{
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SetBlendshape("EyeLookInLeft", 0f);
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SetBlendshape("EyeLookOutLeft", 0f);
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SetBlendshape("EyeLookUpLeft", 0f);
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SetBlendshape("EyeLookDownLeft", 0f);
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SetBlendshape("EyeLookInRight", 0f);
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SetBlendshape("EyeLookOutRight", 0f);
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SetBlendshape("EyeLookUpRight", 0f);
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SetBlendshape("EyeLookDownRight", 0f);
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}
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}
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void ComputeMouthBlendshapes(Vector2[] landmarks)
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{
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if (landmarks.Length < 70)
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return;
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// OpenSeeFace 68-point landmark indices:
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// 48-67 = mouth
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// 0-16 = jaw
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// 17-21 = left eyebrow
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// 22-26 = right eyebrow
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// 27-30 = nose
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// 31-35 = nostrils
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// 36-41 = left eye
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// 42-47 = right eye
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// Mouth corners (48 = left, 54 = right)
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Vector2 mouthLeft = landmarks[48];
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Vector2 mouthRight = landmarks[54];
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Vector2 mouthTop = landmarks[51];
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Vector2 mouthBottom = landmarks[57];
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Vector2 mouthCenter = (mouthLeft + mouthRight) * 0.5f;
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// Mouth width (smile detection)
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float mouthWidth = Vector2.Distance(mouthLeft, mouthRight);
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float mouthHeight = Vector2.Distance(mouthTop, mouthBottom);
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// Jaw/face width for normalization
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float faceWidth = Vector2.Distance(landmarks[0], landmarks[16]);
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if (faceWidth < 0.01f) faceWidth = 0.01f;
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// Normalize
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float normalizedWidth = mouthWidth / faceWidth;
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float normalizedHeight = mouthHeight / faceWidth;
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// Mouth open (JawOpen)
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float jawOpen = Mathf.Clamp01((normalizedHeight - 0.02f) * 10f) * mouthScale;
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SetBlendshape("JawOpen", jawOpen);
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// Smile detection — corners higher than center
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float leftCornerHeight = mouthCenter.y - mouthLeft.y;
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float rightCornerHeight = mouthCenter.y - mouthRight.y;
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float smileLeft = Mathf.Clamp01(leftCornerHeight * 5f) * mouthScale;
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float smileRight = Mathf.Clamp01(rightCornerHeight * 5f) * mouthScale;
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SetBlendshape("MouthSmileLeft", smileLeft);
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SetBlendshape("MouthSmileRight", smileRight);
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// Frown — corners lower than center
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float frownLeft = Mathf.Clamp01(-leftCornerHeight * 5f) * mouthScale;
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float frownRight = Mathf.Clamp01(-rightCornerHeight * 5f) * mouthScale;
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SetBlendshape("MouthFrownLeft", frownLeft);
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SetBlendshape("MouthFrownRight", frownRight);
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// Mouth pucker
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float pucker = Mathf.Clamp01(0.35f - normalizedWidth) * 3f * mouthScale;
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SetBlendshape("MouthPucker", pucker);
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// Mouth close (when mouth is slightly open but lips together)
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if (normalizedHeight < 0.03f)
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{
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SetBlendshape("MouthClose", 0.5f);
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}
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else
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{
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SetBlendshape("MouthClose", 0f);
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}
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}
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void ComputeBrowBlendshapes(Vector2[] landmarks)
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{
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// Left eyebrow: 17-21, Right eyebrow: 22-26
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// Eye center for reference
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Vector2 leftEyeCenter = (landmarks[36] + landmarks[39]) * 0.5f;
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Vector2 rightEyeCenter = (landmarks[42] + landmarks[45]) * 0.5f;
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// Inner brows (points 21 and 22)
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Vector2 leftInnerBrow = landmarks[21];
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Vector2 rightInnerBrow = landmarks[22];
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// Outer brows (points 17 and 26)
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Vector2 leftOuterBrow = landmarks[17];
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Vector2 rightOuterBrow = landmarks[26];
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// Brow heights relative to eyes
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float leftInnerHeight = leftEyeCenter.y - leftInnerBrow.y;
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float rightInnerHeight = rightEyeCenter.y - rightInnerBrow.y;
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float leftOuterHeight = leftEyeCenter.y - leftOuterBrow.y;
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float rightOuterHeight = rightEyeCenter.y - rightOuterBrow.y;
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// Normalize by face width
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float faceWidth = Vector2.Distance(landmarks[0], landmarks[16]);
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if (faceWidth < 0.01f) faceWidth = 0.01f;
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float normLeftInner = leftInnerHeight / faceWidth;
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float normRightInner = rightInnerHeight / faceWidth;
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float normLeftOuter = leftOuterHeight / faceWidth;
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float normRightOuter = rightOuterHeight / faceWidth;
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// Brow up
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SetBlendshape("BrowInnerUp", Mathf.Clamp01(normLeftInner * 8f) * browScale);
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SetBlendshape("BrowOuterUpLeft", Mathf.Clamp01(normLeftOuter * 8f) * browScale);
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SetBlendshape("BrowOuterUpRight", Mathf.Clamp01(normRightOuter * 8f) * browScale);
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// Brow down (when brow is lower than neutral)
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SetBlendshape("BrowInnerDown", Mathf.Clamp01(-normLeftInner * 8f + 0.3f) * browScale);
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SetBlendshape("BrowOuterDownLeft", Mathf.Clamp01(-normLeftOuter * 8f + 0.3f) * browScale);
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SetBlendshape("BrowOuterDownRight", Mathf.Clamp01(-normRightOuter * 8f + 0.3f) * browScale);
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}
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void HandleAutoBlink()
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{
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if (blinking)
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{
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blinkState += Time.deltaTime / blinkSpeed;
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float blinkVal = 0f;
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if (blinkState < 0.5f)
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blinkVal = blinkState * 2f; // Close
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else if (blinkState < 1f)
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blinkVal = (1f - blinkState) * 2f; // Open
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else
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{
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blinkVal = 0f;
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blinking = false;
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blinkState = 0f;
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ScheduleNextBlink();
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}
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// Only apply if tracking isn't already closing the eyes
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if (openSeeReceiver == null || openSeeReceiver.trackingData == null || openSeeReceiver.trackingData.Length == 0)
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{
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SetBlendshape("EyeBlinkLeft", blinkVal);
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SetBlendshape("EyeBlinkRight", blinkVal);
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}
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}
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else if (Time.time > nextBlinkTime)
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{
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blinking = true;
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blinkState = 0f;
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}
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}
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void ScheduleNextBlink()
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{
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nextBlinkTime = Time.time + Random.Range(minBlinkInterval, maxBlinkInterval);
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}
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void SetBlendshape(string name, float value)
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{
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string fullName = blendshapePrefix + name;
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if (blendshapeMap.TryGetValue(fullName, out int index))
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{
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headMesh.SetBlendShapeWeight(index, Mathf.Clamp01(value) * 100f);
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}
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}
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void OnGUI()
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{
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// Debug info
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if (openSeeReceiver != null && openSeeReceiver.trackingData != null && openSeeReceiver.trackingData.Length > 0)
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{
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GUI.Label(new Rect(10, 10, 300, 20), $"Tracking: {openSeeReceiver.receivedPackets} packets");
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}
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}
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}
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