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Lifelike Motions

Adds idle behaviors that make the actor feel alive when no animation is playing: breathing, blinking, micro-movements, and eye contact.

Eye Contact

When enabled, the actor looks at cameras, other actors, or body parts within a configurable visual angle. Look At Camera, Look At Peers, and Look At Body set the relative priority of each target type. Eye Contact Head Turn controls how much of the gaze is done by rotating the head versus just the eyes (real humans turn their head about 70% of the way).

Cartoon Eyes reduces eye rotation amplitude for models with oversized anime eyes so they don’t roll out of the sockets; Cartoon Eyes Limit sets the reduction amount. Stare Mode locks onto the closest target instead of shifting gaze naturally. Smile Mouth and Smile Eyebrow add subtle expression while making eye contact.

Shape Morph Eye Control

An alternative to bone-based eye rotation that uses blend shapes (morphs) instead. Enable the toggle and assign morphs for each gaze direction (Left Eye Left, Left Eye Right, etc.). Left Right Range and Up Down Range set the blend shape activation angles.

Breathing

Simulates chest expansion during breathing by subtly rotating the torso and neck bones. Breath Rate controls the speed of the cycle.

Micro Move

Adds tiny random rotations to the head and torso to prevent the actor from looking completely frozen. Extent scales the amplitude; Cycle sets the oscillation period.

Random blinking at 2–10 second intervals. Blink Duration controls how long each blink takes.