j.foucher fd0e2a2d58 Posture: body drift compensation + debug gaze lines + ARKit eye range calibration
- Add BodyDriftCompensation parameter (0→1) to counter-rotate head when
  body animation moves the torso (bow, lean). Drift correction applied
  AFTER swing-twist on the first chain bone only, preventing the
  correction from being stripped by tilt decomposition or compounded
  through the chain.
- Add bDrawDebugGaze toggle: draws per-eye debug lines from Face mesh
  FACIAL_L/R_Eye bones (cyan = desired direction, green = actual bone
  Z-axis gaze) to visually verify eye contact accuracy.
- Cache Face mesh separately from Body mesh for correct eye bone transforms.
- Use eye bone midpoint (Face mesh) as EyeOrigin for pitch calculation
  instead of head bone, fixing vertical offset.
- Calibrate ARKit eye ranges: horizontal 30→40, vertical 20→35 to match
  MetaHuman actual eye deflection per curve unit.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 16:37:52 +01:00
2026-02-25 15:07:59 +01:00
2026-02-19 12:44:26 +01:00
2026-02-19 17:42:18 +01:00
2026-02-20 15:18:03 +01:00
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Eleven Labs Integration for Unreal Engine 5.5
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