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Eyes

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Looks great ain't it? Skinmatics provide dynamic eyes that changes their look direction based on the player's look direction, it also apply to your cute-little inventory dummy ;)

These eyes not only blink and look based on direction, but some actions caused it to change (only left and right group).

"eyes": {
"visible": false,
"hidden": [],
"emissive": [],
"blinkingChance": 0,
"blinkingTicks": 0,
"baseTextures": {},
"emissiveTextures": {}
}
FieldFunctionDefault (Type)
visibleDecides whether your eyes is visible (enabled) or notfalse (boolean)
hiddenEye group that are hidden by default[] (array<string>)
blinkingChanceThe chance of blinking (1 in blinkingChance) per tick0 (integer)
blinkingTicksHow long do the player blinks (close their eyes)0 (integer)
baseTexturesYour eye group and state base texturesSee Group & State
emissiveTexturesYour eye group and state emissive texturesSee Group & State

Group & State

<group>: {
<state>: <animatable>
}
  • <group> - The "eye" of your eyes
  • <state> - The state of the group
  • <animatable> - The textures, See Animatable

Both group and state can be the name of your liking, but only some name will have dynamic functions:

Supported eye group:

  • left - Left eye
  • right - Right eye

Supported eye state (based on first-person view):

  • closed - Eye when closed (-)
  • front - Eye looking forward (◉)
  • up - Eye looking upward (↑)
  • down - Eye looking downward (↓)
  • left - Eye looking leftward (←)
  • leftUp - Eye looking upward-left (↖)
  • leftDown - Eye looking downward-left (↙)
  • right - Eye looking rightward (→)
  • rightUp - Eye looking upward-right (↗)
  • rightDown - Eye looking downward-right (↘)

Why Group?

We did this because there will be toggle expression, custom expression, and setting up custom dynamic expression in the future. This is for compatibility with layer feature in the future.

Dynamic Actions

Eyes also change their state depending on what you're using, or your player state (sleeping and dying)

The following item is the currently supported dynamic state (item animation-based):

  • Non-dominant (hand) eye is closed:
    • Bow aiming
    • Spyglass peeking
    • Trident throwing

You can see Skinmatics Default Avatar pack for eye examples.