A complete head with facial features and expressions. More...
| Import Statement: | import Clayground.Character3D |
| Inherits: |
Head is a complex body part group containing upper head, lower head (jaw), hair, eyes, ears, nose, and mouth. It supports animated facial expressions including joy, anger, sadness, and talking.
The mouth is driven by a small set of continuous shape parameters (mouthOpen, mouthWide, mouthRound, mouthCornerLift). The expression activities animate these parameters; a speechSource (typically a Speech instance) can take over open/wide/round for lip-synced talking while emotions keep control of the mouth corners.
Example usage:
import Clayground.Character3D Head { skinColor: "#d38d5f" hairColor: "#734120" eyeColor: "#4a3728" hairVolume: 1.2 activity: Head.Activity.ShowJoy }
See also Character, BodyPartsGroup, and Speech.
activity : int |
Current facial expression activity.
Use Head.Activity enum values.
chinPointiness : real |
How pointed the chin is (0-1).
Controls the bottom face scaling of the jaw.
eyeColor : color |
Color of the irises.
eyeSize : real |
Eye size multiplier (0.5 = small, 1.0 = normal, 1.5 = large).
hairColor : color |
Color of the hair and eyebrows.
hairVolume : real |
Hair volume multiplier (0 = bald, 1.0 = normal, 1.5 = voluminous).
jawDrop : real |
How far the chin stretches down when mouthOpen is 1, as a fraction of the lower head height.
The jaw box stretches downward (its top edge stays attached to the upper head), so the chin visibly drops without the face splitting apart - cartoon squash-and-stretch instead of rigid jaw motion.
lowerHeadDepth : real |
Depth of the lower head (jaw).
lowerHeadHeight : real |
Height of the lower head (jaw) at rest.
The rendered jaw may momentarily be taller while the mouth is open (see jawDrop).
lowerHeadWidth : real |
Width of the lower head (jaw).
mouthCornerLift : real |
Mouth corner position from frown (-1) over neutral (0) to smile (1).
Stays under emotion control even while a speechSource drives the other mouth parameters - characters can smile while talking.
mouthOpen : real |
How far the mouth/jaw is opened (0 = closed, 1 = fully open).
Driven by the facial activity animations or a speechSource. Readonly on purpose: assigning it directly would break the binding that lets speech drive the mouth. For fully manual mouth control, set speechSource to any object providing speaking, mouthOpen, mouthWide and mouthRound.
mouthRound : real |
How rounded/puckered the mouth is (0-1), e.g. for "oo" sounds.
mouthSize : real |
Mouth size multiplier (0.5 = small, 1.0 = normal, 1.5 = large).
mouthWide : real |
How far the mouth is stretched sideways (0-1), e.g. for "ee" sounds.
noseSize : real |
Nose size multiplier (0.5 = small, 1.0 = normal, 1.5 = large).
skinColor : color |
Color of the skin (face, ears, nose).
speechActive : bool |
True while the speechSource is speaking and driving the mouth.
speechSource : var |
Optional lip-sync driver, typically a Speech instance.
While speechSource.speaking is true, its mouthOpen/mouthWide/mouthRound values control the mouth.
talkDuration : int |
Duration of mouth open/close cycle when talking in milliseconds.
toEmotionDuration : int |
Duration of emotion transition animations in milliseconds.
upperHeadDepth : real |
Depth of the upper head (cranium).
upperHeadHeight : real |
Height of the upper head (cranium).
upperHeadWidth : real |
Width of the upper head (cranium).