ZenBlink 2.2.0 Setup


Important :

ZenBlink is a standalone product and is animation blueprint based. In order for it to function correctly, it changes your Metahumans default Face animation blueprint at runtime. This can create conflicts with other components attached to your Metahuman such as ZenDyn, that also set their own facial animation Blueprint. It is advised to use ZenBlink independently from these other products, as integration requires skills and experience that are beyond the scope of these setup instructions.


Setup Instructions

  • Prepare the Project:
    • Add a MetaHuman to your scene.
    • Add a Cine Camera to the scene.

  • Enable the Plugin:
    • Go to Edit > Plugins.
    • Search for ZenBlink and enable it.
    • Restart Unreal Engine to activate the plugin.

  • 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.

  • Option 1: Add ZenBlink World Actor:
    • Drag the included Example BP_ZenBlink blueprint into the scene. ( The blueprint is located in the plugin Content folder, you may need to enable “show plugin content’ in the content browser)
    • Zero out its transform.
    • Alternatively, use Quick Add to add the blueprint by typing and searching for ‘ZenBlink.’

  • Option 2: Add ZenBlink Actor Component:
    • Select your Metahuman Actor in the Outliner
    • In the Details Panel click the “Add” button
    • Search for “ZenBlink” to attach the included Actor Component.

Configuring ZenBlink

  • Default Settings
    • MetaHuman: Assign the MetaHuman Actor you want to animate. Example: Assign ‘BP_Benice.’
      (not required on ZenBlink Actor Component as it is already attached to a Metahuman)

    • Camera Focus Target: Add a Basic Actor to the scene and rename it (e.g., ‘FocusForCamera’). Assign this actor to a CineCamera Auto Focus tracking/target. The camera will then focus on the Metahuman eyes.

    • Target to Follow: Add another Basic Actor to the scene and rename it (e.g., ‘FollowMe’). Assign this actor to Target to Follow. The Metahuman will “LookAt” this target.

    • LLink Use Face Head: Toggle to enable or disable LiveLink support for Face/Head.
    • LLink Face Subject: Face/Head Live Link Subject.

    • Auto Blink: Toggle to enable or disable automatic blinking.

    • Auto Focus: Toggle Auto Focus.
    • Auto Focus Adjustment: Adjust the position of the focus point.

    • Emotion: Select from predefined emotions. Each emotion modifies blinking, eye movement, pupil constriction, and head movement.
    • Movement Type:
      • None: Disables eye movement.
      • Random: Movement is driven by the selected emotion.
      • Follow Target: Eyes and head follow the assigned target.

    • Use Head Movement: Enable to allow the MetaHuman’s head to track targets.
    • Head Movement Strength: Adjust the strength of ZenBlink head animation.
    • Head Movement Blend: Blend between Original and ZenBlink head animation. (Similar to Face Blend)

    • Face Animation: Enable or disable facial emotion.
    • Face Emotion Strength: Adjust the strength of the emotion
    • Face Animation Blend: Adjust blend between Existing and ZenBlink Face Animation. 1 is full ZenBlink blending. Blending is normalised weight based.

    • Zen Blink Strength: Overall Strength of ZenBlink Animation.

    • Custom Emotion Map: Choose a map. Each map controls Blinking, Eye/Head movement strength and timing. Create a Data Asset of the type ZenBlinkEmotionDataAsset and assign here.

    • Emotion Blend Speed: Controls the speed of emotion change (seconds)

    • Eye Aim Adjustment: Make adjustments (x,y,z), if eyes do not correctly look at target.
    • Eye Movement Interpolation Speed: Interpolation speed for eye movements. 1 is slow, 50 is faster

    • Head Movement Interpolation Speed: Interpolation speed for eye movements. 1 is slow, 50 is faster

    • Micro Saccadic Enable: Enables Saccadic Movement – A Random eye movement effect.
    • Micro Saccadic Speed: The speed at which movements occur. (Left/Right – Up/Down)
    • Micro Saccadic Strength: The strength of the Saccadic effect. (Left/Right – Up/Down)

Using ZenBlink Features:

  • Simulate ZenBlink:
    • Hit simulate to observe automatic blinking, eye movement, pupil constriction, and head movement.
    • Example: Set the emotion to ‘Childish’ for faster movements.
    • Be aware that due to limitations of UnrealEngine, the actor component version of ZenBlink can not have default properties changed from the details panel during P.I.E.

  • Auto Focus with Camera:
    • Open your Cine Camera settings.
    • In Focus Settings, Enable Tracking and assign the ‘FocusForCamera’ actor or the actor you created.
    • Adjust “Auto Focus Adjustment” for precise results.

  • Use ZenBlink with Sequencer:
    • Create a Level Sequence (e.g., ‘ZenBlinkSequence’) and set frames (e.g., 500).
    • Add your camera and ZenBlink World Actor (or ZenBlink Actor Component ) 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.

  • Combine with Existing Animations:
    • ZenBlink integrates with face and body animations.
    • Note: Enabling Use Head Movement may override head animations in your sequence.

  • 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.