ZenBlink Plugin Instructions for Unreal Engine
Setup Instructions
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Prepare the Project:
- Add a MetaHuman to your scene.
- Add a Cine Camera to the scene.
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Enable the Plugin:
- Go to Edit > Plugins.
- Search for ZenBlink and enable it.
- Restart Unreal Engine to activate the plugin.
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Access ZenBlink Content:
- Enable Engine Content and Plugin Content in the Content Browser settings.
- Search for 'ZenBlink' in the Content Browser to view all plugin-related content.
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Add ZenBlink Actor:
- Drag the BP_ZenBlink blueprint into the scene.
- Zero out its transform.
- Alternatively, use Quick Add to add the blueprint by typing 'ZenBlink.'
Configuring ZenBlink
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Default Settings
- MetaHuman: Assign the MetaHuman you want to animate. Example: Assign 'BP_Benice.'
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Camera Focus Target: Add a Basic Actor to the scene and rename it (e.g., 'FocusForCamera').
Assign this actor to Camera Focus Target.
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Target to Follow: Add another Basic Actor to the scene and rename it (e.g., 'FollowMe').
Assign this actor to Target to Follow.
- Auto Blink: Toggle to enable or disable automatic blinking.
- Use Head Movement: Enable to allow the MetaHuman's head to track targets.
- Emotion: Select from 22 predefined emotions. Each emotion modifies blinking, eye movement, pupil constriction, and head movement.
Eye Movement Type:
- None: Disables eye movement.
- Random: Eye movement is driven by the selected emotion.
- Follow Target: Eyes and head follow the assigned target.
Using ZenBlink Features
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Simulate ZenBlink:
- Hit simulate to observe automatic blinking, eye movement, pupil constriction, and head movement.
- Example: Set the emotion to 'Childish' for fast eye movements.
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Auto Focus with Camera:
- Open your Cine Camera settings.
- In Focus Settings, enable Tracking and assign the 'FocusForCamera' actor.
- Adjust relative offsets for precise focus.
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Use ZenBlink with Sequencer:
- Create a Level Sequence (e.g., 'ZenBlinkSequence') and set frames (e.g., 500).
- Add your camera and ZenBlink actor to the sequence.
- Keyframe properties such as Emotion, Eye Movement Type, and Weight.
- Add movement to the camera and simulate to make the MetaHuman track the camera with its eyes and head.
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Combine with Existing Animations:
- ZenBlink integrates with face and body animations.
- Note: Enabling Use Head Movement will override head animations in your sequence.
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Record ZenBlink Animations:
- Use the record button in Sequencer to capture ZenBlink animations.
- Locate the recorded animation in the Content Browser and adjust its properties as needed.