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  • Clayground
  • Clayground.Character3D
  • Head
  • Clayground 2026.2
  • Head QML Type

    A complete head with facial features and expressions. More...

    Import Statement: import Clayground.Character3D
    Inherits:

    BodyPartsGroup

    Properties

    Detailed Description

    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.

    Property Documentation

    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 [read-only]

    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 [read-only]

    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 [read-only]

    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 [read-only]

    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).