# Config file for FacialLandmarksForCubism # The path of this config file should be passed to the constructor # of the FacialLandmarkDetector. # Comments are lines that start with a '#' and are ignored by the parser. # Note that a line will be considered as a comment ONLY IF the '#' is the # very first character of the line, i.e. without any preceeding whitespace. ## Section 0: OpenSeeFace connection parameters osfIpAddress 127.0.0.1 osfPort 11573 ## Section 1: Cubism params calculation control # # These values control how the facial landmarks are translated into # parameters that control the Cubism model, and will vary from person # to person. The following values seem to work OK for my face, but # your milage may vary. # Section 1.0: Live2D automatic functionality # Set 1 to enable, 0 to disable. # If these are set, the automatic functionality in Live2D will be enabled. # Note: If you set auto blink, eye control will be disabled. autoBlink 0 autoBreath 0 randomMotion 0 # Section 1.1: Face Y direction angle (head pointing up/down) # The Y angle is calculated mainly based on the angle formed # by the corners and the tip of the nose (hereafter referred # to as the "nose angle"). # This applies an offset (in degrees). # If you have a webcam at the top of your monitor, then it is likely # that when you look at the centre of your monitor, the captured image # will have you looking downwards. This offset shifts the angle upwards, # so that the resulting avatar will still be looking straight ahead. faceYAngleCorrection 10 # This is the baseline value for the nose angle (in radians) when looking # straight ahead... faceYAngleZeroValue 1.8 # ... and this is when you are looking up... faceYAngleUpThreshold 1.3 # ... and when looking down. faceYAngleDownThreshold 2.3 # This is an additional multiplication factor applied per degree of rotation # in the X direction (left/right) - since the nose angle reduces when # turning your head left/right. faceYAngleXRotCorrection 0.15 # This is the multiplication factor to reduce by when smiling or laughing - # the nose angle increases in such cases. faceYAngleSmileCorrection 0.075 # Section 1.2: Eye control # This is mainly calculated based on the eye aspect ratio (eye height # divided by eye width). # Maximum eye aspect ratio when the eye is closed eyeClosedThreshold 0.18 # Minimum eye aspect ratio when the eye is open eyeOpenThreshold 0.21 # Max eye aspect ratio to switch to a closed "smiley eye" eyeSmileEyeOpenThreshold 0.6 # Min "mouth form" value to switch to a closed "smiley eye" # "Mouth form" is 1 when fully smiling / laughing, and 0 when normal eyeSmileMouthFormThreshold 0.75 # Min "mouth open" value to switch to a closed "smiley eye" # "Mouth open" is 1 when fully open, and 0 when closed eyeSmileMouthOpenThreshold 0.5 # Enable winks (experimental) # Winks may or may not work well on your face, depending on the dataset. # If all you get is ugly asynchronous blinks, consider setting this to # zero instead. # Also, this seems to not work very well when wearing glasses. winkEnable 1 # Section 1.3: Mouth control # Two parameters are passed to Cubism to control the mouth: # - mouth form: Controls smiles / laughs # - mouth openness: How widely open the mouth is # Mouth form is calculated by the ratio between the mouth width # and the eye separation (distance between the two eyes). # Mouth openness is calculated by the ratio between the lip separation # (distance between upper and lower lips) and the mouth width. # Max mouth-width-to-eye-separation ratio to have a normal resting mouth mouthNormalThreshold 0.75 # Min mouth-width-to-eye-separation ratio to have a fully smiling # or laughing mouth mouthSmileThreshold 1.0 # Max lip-separation-to-mouth-width ratio to have a closed mouth mouthClosedThreshold 0.1 # Min lip-separation-to-mouth-width ratio to have a fully opened mouth mouthOpenThreshold 0.4 # Additional multiplication factor applied to the mouth openness parameter # when the mouth is fully smiling / laughing, since doing so increases # the mouth width mouthOpenLaughCorrection 0.2 ## Section 2: Filtering parameters # The facial landmark coordinates can be quite noisy, so I've applied # a simple moving average filter to reduce noise. More taps would mean # more samples to average over, hence smoother movements with less noise, # but it will also cause more lag between your movement and the movement # of the avatar, and quick movements (e.g. blinks) may be completely missed. faceXAngleNumTaps 7 faceYAngleNumTaps 7 faceZAngleNumTaps 7 mouthFormNumTaps 3 mouthOpenNumTaps 3 leftEyeOpenNumTaps 3 rightEyeOpenNumTaps 3