- 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>