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
This commit is contained in:
arch_agent
2026-07-15 11:01:17 +02:00
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/*
* NeonAvatarDriver.cs — Face Tracking Driver for Unity
* =====================================================
* Receives OpenSeeFace tracking data from Z-Ray Facetracker (UDP 11573)
* and maps it to a standard SkinnedMeshRenderer with ARKit blendshapes.
*
* No VRM needed — works with any avatar that has ARKit-compatible blendshapes.
*
* Setup:
* 1. Import avatar FBX with blendshapes into Unity
* 2. Add this script to a GameObject
* 3. Assign the SkinnedMeshRenderer of the avatar's head
* 4. Make sure Z-Ray Facetracker is running (flatpak run de.z_ray.Facetracker)
*/
using UnityEngine;
using OpenSee;
using System.Collections.Generic;
public class NeonAvatarDriver : MonoBehaviour
{
[Header("References")]
[Tooltip("The OpenSeeFace receiver component")]
public OpenSee openSeeReceiver;
[Tooltip("SkinnedMeshRenderer of the avatar head with blendshapes")]
public SkinnedMeshRenderer headMesh;
[Tooltip("SkinnedMeshRenderer of the avatar body (optional, for body movement)")]
public SkinnedMeshRenderer bodyMesh;
[Header("Head Movement")]
[Tooltip("How much the avatar head rotates with the webcam tracking")]
public float headRotationScale = 1.0f;
[Tooltip("Smooth factor for head rotation (higher = smoother)")]
public float headSmoothing = 5.0f;
[Tooltip("Transform of the head bone (for rotation)")]
public Transform headBone;
[Header("Eye Tracking")]
public bool enableEyeTracking = true;
public float eyeRotationScale = 1.0f;
[Header("Blendshape Settings")]
[Tooltip("Prefix for blendshape names (empty if using ARKit names directly)")]
public string blendshapePrefix = "";
[Tooltip("Multiplier for mouth blendshapes")]
public float mouthScale = 1.5f;
[Tooltip("Multiplier for brow blendshapes")]
public float browScale = 1.2f;
[Tooltip("Multiplier for eye blendshapes")]
public float eyeScale = 1.0f;
[Header("Idle Animation")]
[Tooltip("Enable idle breathing animation")]
public bool enableBreathing = true;
[Tooltip("Breathing speed")]
public float breathingSpeed = 0.3f;
[Tooltip("Breathing intensity")]
public float breathingIntensity = 0.015f;
[Header("Auto Blink")]
public bool enableAutoBlink = true;
public float minBlinkInterval = 3.0f;
public float maxBlinkInterval = 8.0f;
public float blinkSpeed = 0.15f;
// Private state
private Dictionary<string, int> blendshapeMap = new Dictionary<string, int>();
private Quaternion smoothedHeadRotation = Quaternion.identity;
private float breathingTimer = 0f;
private float nextBlinkTime = 0f;
private float blinkState = 0f;
private bool blinking = false;
// ARKit blendshape names (standard 52)
private static readonly string[] ARKIT_SHAPES = {
"EyeBlinkLeft", "EyeLookInLeft", "EyeLookOutLeft", "EyeLookUpLeft", "EyeLookDownLeft",
"EyeBlinkRight", "EyeLookInRight", "EyeLookOutRight", "EyeLookUpRight", "EyeLookDownRight",
"EyeSquintLeft", "EyeSquintRight", "EyeWideLeft", "EyeWideRight",
"JawOpen", "JawLeft", "JawRight", "JawForward",
"MouthClose", "MouthFunnel", "MouthPucker", "MouthLeft", "MouthRight",
"MouthSmileLeft", "MouthSmileRight", "MouthFrownLeft", "MouthFrownRight",
"MouthDimpleLeft", "MouthDimpleRight", "MouthStretchLeft", "MouthStretchRight",
"MouthRollLower", "MouthRollUpper", "MouthShrugLower", "MouthShrugUpper",
"MouthPressLeft", "MouthPressRight", "MouthLowerOuterLeft", "MouthLowerOuterRight",
"MouthUpperOuterLeft", "MouthUpperOuterRight",
"CheekSquintLeft", "CheekSquintRight", "CheekPuff",
"NoseSneerLeft", "NoseSneerRight",
"BrowInnerUp", "BrowInnerDown",
"BrowOuterUpLeft", "BrowOuterUpRight", "BrowOuterDownLeft", "BrowOuterDownRight",
};
void Start()
{
// Build blendshape name → index map
if (headMesh != null && headMesh.sharedMesh != null)
{
var mesh = headMesh.sharedMesh;
for (int i = 0; i < mesh.blendShapeCount; i++)
{
string name = mesh.GetBlendShapeName(i);
blendshapeMap[name] = i;
}
Debug.Log($"[NeonAvatar] Found {blendshapeMap.Count} blendshapes on {headMesh.name}");
// Log which ARKit shapes are present
int found = 0;
foreach (var shape in ARKIT_SHAPES)
{
if (blendshapeMap.ContainsKey(blendshapePrefix + shape))
found++;
}
Debug.Log($"[NeonAvatar] {found}/{ARKIT_SHAPES.Length} ARKit blendshapes found");
}
// Set next blink time
ScheduleNextBlink();
}
void Update()
{
// Breathing
if (enableBreathing && bodyMesh != null)
{
breathingTimer += Time.deltaTime * breathingSpeed;
float breath = Mathf.Sin(breathingTimer * 2f * Mathf.PI) * breathingIntensity;
// Scale chest slightly
bodyMesh.transform.localScale = new Vector3(
bodyMesh.transform.localScale.x,
bodyMesh.transform.localScale.y + breath * 0.01f,
bodyMesh.transform.localScale.z
);
}
// Auto blink
if (enableAutoBlink)
{
HandleAutoBlink();
}
// Process face tracking data
if (openSeeReceiver == null || openSeeReceiver.trackingData == null || openSeeReceiver.trackingData.Length == 0)
return;
var data = openSeeReceiver.trackingData[0];
if (data == null)
return;
// --- Head Rotation ---
if (headBone != null)
{
// OpenSeeFace provides head rotation as quaternion
Quaternion targetRot = data.rotation;
targetRot = Quaternion.Euler(
-targetRot.x * headRotationScale,
targetRot.y * headRotationScale,
-targetRot.z * headRotationScale
);
smoothedHeadRotation = Quaternion.Slerp(smoothedHeadRotation, targetRot, Time.deltaTime * headSmoothing);
headBone.localRotation = smoothedHeadRotation;
}
// --- Eye Open/Close ---
if (enableEyeTracking)
{
SetBlendshape("EyeBlinkLeft", (1f - data.leftEyeOpen) * eyeScale);
SetBlendshape("EyeBlinkRight", (1f - data.rightEyeOpen) * eyeScale);
}
// --- Mouth ---
// OpenSeeFace provides mouth-related data via landmarks
// We need to compute blendshape values from the facial landmarks
if (data.landmarks != null && data.landmarks.Length >= 70)
{
ComputeMouthBlendshapes(data.landmarks);
ComputeBrowBlendshapes(data.landmarks);
}
// --- Eye Gaze ---
if (enableEyeTracking && data.landmarks != null)
{
SetBlendshape("EyeLookInLeft", 0f);
SetBlendshape("EyeLookOutLeft", 0f);
SetBlendshape("EyeLookUpLeft", 0f);
SetBlendshape("EyeLookDownLeft", 0f);
SetBlendshape("EyeLookInRight", 0f);
SetBlendshape("EyeLookOutRight", 0f);
SetBlendshape("EyeLookUpRight", 0f);
SetBlendshape("EyeLookDownRight", 0f);
}
}
void ComputeMouthBlendshapes(Vector2[] landmarks)
{
if (landmarks.Length < 70)
return;
// OpenSeeFace 68-point landmark indices:
// 48-67 = mouth
// 0-16 = jaw
// 17-21 = left eyebrow
// 22-26 = right eyebrow
// 27-30 = nose
// 31-35 = nostrils
// 36-41 = left eye
// 42-47 = right eye
// Mouth corners (48 = left, 54 = right)
Vector2 mouthLeft = landmarks[48];
Vector2 mouthRight = landmarks[54];
Vector2 mouthTop = landmarks[51];
Vector2 mouthBottom = landmarks[57];
Vector2 mouthCenter = (mouthLeft + mouthRight) * 0.5f;
// Mouth width (smile detection)
float mouthWidth = Vector2.Distance(mouthLeft, mouthRight);
float mouthHeight = Vector2.Distance(mouthTop, mouthBottom);
// Jaw/face width for normalization
float faceWidth = Vector2.Distance(landmarks[0], landmarks[16]);
if (faceWidth < 0.01f) faceWidth = 0.01f;
// Normalize
float normalizedWidth = mouthWidth / faceWidth;
float normalizedHeight = mouthHeight / faceWidth;
// Mouth open (JawOpen)
float jawOpen = Mathf.Clamp01((normalizedHeight - 0.02f) * 10f) * mouthScale;
SetBlendshape("JawOpen", jawOpen);
// Smile detection — corners higher than center
float leftCornerHeight = mouthCenter.y - mouthLeft.y;
float rightCornerHeight = mouthCenter.y - mouthRight.y;
float smileLeft = Mathf.Clamp01(leftCornerHeight * 5f) * mouthScale;
float smileRight = Mathf.Clamp01(rightCornerHeight * 5f) * mouthScale;
SetBlendshape("MouthSmileLeft", smileLeft);
SetBlendshape("MouthSmileRight", smileRight);
// Frown — corners lower than center
float frownLeft = Mathf.Clamp01(-leftCornerHeight * 5f) * mouthScale;
float frownRight = Mathf.Clamp01(-rightCornerHeight * 5f) * mouthScale;
SetBlendshape("MouthFrownLeft", frownLeft);
SetBlendshape("MouthFrownRight", frownRight);
// Mouth pucker
float pucker = Mathf.Clamp01(0.35f - normalizedWidth) * 3f * mouthScale;
SetBlendshape("MouthPucker", pucker);
// Mouth close (when mouth is slightly open but lips together)
if (normalizedHeight < 0.03f)
{
SetBlendshape("MouthClose", 0.5f);
}
else
{
SetBlendshape("MouthClose", 0f);
}
}
void ComputeBrowBlendshapes(Vector2[] landmarks)
{
// Left eyebrow: 17-21, Right eyebrow: 22-26
// Eye center for reference
Vector2 leftEyeCenter = (landmarks[36] + landmarks[39]) * 0.5f;
Vector2 rightEyeCenter = (landmarks[42] + landmarks[45]) * 0.5f;
// Inner brows (points 21 and 22)
Vector2 leftInnerBrow = landmarks[21];
Vector2 rightInnerBrow = landmarks[22];
// Outer brows (points 17 and 26)
Vector2 leftOuterBrow = landmarks[17];
Vector2 rightOuterBrow = landmarks[26];
// Brow heights relative to eyes
float leftInnerHeight = leftEyeCenter.y - leftInnerBrow.y;
float rightInnerHeight = rightEyeCenter.y - rightInnerBrow.y;
float leftOuterHeight = leftEyeCenter.y - leftOuterBrow.y;
float rightOuterHeight = rightEyeCenter.y - rightOuterBrow.y;
// Normalize by face width
float faceWidth = Vector2.Distance(landmarks[0], landmarks[16]);
if (faceWidth < 0.01f) faceWidth = 0.01f;
float normLeftInner = leftInnerHeight / faceWidth;
float normRightInner = rightInnerHeight / faceWidth;
float normLeftOuter = leftOuterHeight / faceWidth;
float normRightOuter = rightOuterHeight / faceWidth;
// Brow up
SetBlendshape("BrowInnerUp", Mathf.Clamp01(normLeftInner * 8f) * browScale);
SetBlendshape("BrowOuterUpLeft", Mathf.Clamp01(normLeftOuter * 8f) * browScale);
SetBlendshape("BrowOuterUpRight", Mathf.Clamp01(normRightOuter * 8f) * browScale);
// Brow down (when brow is lower than neutral)
SetBlendshape("BrowInnerDown", Mathf.Clamp01(-normLeftInner * 8f + 0.3f) * browScale);
SetBlendshape("BrowOuterDownLeft", Mathf.Clamp01(-normLeftOuter * 8f + 0.3f) * browScale);
SetBlendshape("BrowOuterDownRight", Mathf.Clamp01(-normRightOuter * 8f + 0.3f) * browScale);
}
void HandleAutoBlink()
{
if (blinking)
{
blinkState += Time.deltaTime / blinkSpeed;
float blinkVal = 0f;
if (blinkState < 0.5f)
blinkVal = blinkState * 2f; // Close
else if (blinkState < 1f)
blinkVal = (1f - blinkState) * 2f; // Open
else
{
blinkVal = 0f;
blinking = false;
blinkState = 0f;
ScheduleNextBlink();
}
// Only apply if tracking isn't already closing the eyes
if (openSeeReceiver == null || openSeeReceiver.trackingData == null || openSeeReceiver.trackingData.Length == 0)
{
SetBlendshape("EyeBlinkLeft", blinkVal);
SetBlendshape("EyeBlinkRight", blinkVal);
}
}
else if (Time.time > nextBlinkTime)
{
blinking = true;
blinkState = 0f;
}
}
void ScheduleNextBlink()
{
nextBlinkTime = Time.time + Random.Range(minBlinkInterval, maxBlinkInterval);
}
void SetBlendshape(string name, float value)
{
string fullName = blendshapePrefix + name;
if (blendshapeMap.TryGetValue(fullName, out int index))
{
headMesh.SetBlendShapeWeight(index, Mathf.Clamp01(value) * 100f);
}
}
void OnGUI()
{
// Debug info
if (openSeeReceiver != null && openSeeReceiver.trackingData != null && openSeeReceiver.trackingData.Length > 0)
{
GUI.Label(new Rect(10, 10, 300, 20), $"Tracking: {openSeeReceiver.receivedPackets} packets");
}
}
}