While working with UE4's Eye Sample, I found that even though the eyeballs are looking correct, the BlendShape output for Looking Left is 0 when the user is looking Left, but 1 when the user is looking right.
I am only relying on Blendshapes to determine where the eyes are looking, not the rotation of eyes itself. When I want to Look Left, the Left Blenshape is not activated. When I want to Look Right, Both Right and Left Blendshapes seem to be activated.
Blendshapes for Eyes Looking Left are giving values for Eyes Looking Right
in VIVE Eye and Facial Tracking SDK
Posted · Edited by Foon32
Hello Vive,
While working with UE4's Eye Sample, I found that even though the eyeballs are looking correct, the BlendShape output for Looking Left is 0 when the user is looking Left, but 1 when the user is looking right.
I am only relying on Blendshapes to determine where the eyes are looking, not the rotation of eyes itself. When I want to Look Left, the Left Blenshape is not activated. When I want to Look Right, Both Right and Left Blendshapes seem to be activated.
Please help, thanks!