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ZenDyn Documentation

ZenDyn Documentation / Actor Component

ZenDyn Component

This document describes the user-facing ZenDyn component properties. Percentage properties use a 0-100 range unless stated otherwise.

The Details panel categories are ordered as follows:

  1. Preset
  2. Control
  3. Character
  4. Face
  5. Emotion
  6. Idle
  7. Breathing
  8. Eyes
  9. Blinking
  10. Dynamics
  11. Global

Properties marked as interpolatable can be keyed in Sequencer where Unreal Engine supports the property type.

Preset

The asset picker supports creating a new ZenDyn Preset asset.

Control

Each region has a Weight and Smoothing property:

Region Weight default Smoothing default
Brows 100% 0%
Nose 100% 0%
Cheeks 100% 0%
Mouth 100% 0%
Jaw 100% 0%
Eyes 100% 0%

Weights support 0-200%. Smoothing supports 0-100%.

Control weights affect the base regional animation. 0% neutralizes a region’s contribution, 100% preserves the incoming regional expression, and values above 100% amplify its delta from neutral. Smoothing softens the base regional animation while Dynamics and Magic remain independently adjustable.

Character

Face

When ZenDyn is used with ZenBlink, the Face category can be hidden so ZenBlink owns the shared facial pass.

Emotion

Low Mouth, Jaw, and Tongue weights help preserve dialogue and lip-sync.

Idle

Breathing

Eyes

Attention Saccades

Micro Saccades

Blinking

Dynamics

The Dynamics category contains independent Magic and Dynamics groups for Brows, Nose, Cheeks, Mouth, Jaw, and Eyes.

Regional Dynamics

Regional Magic

See Facial Dynamics and Magic for setup guidance.

Global

Component Events

ZenDyn automatically detects a ZenBlink component on the same actor. During combined use, ZenBlink manages the shared Face, Emotion, Idle, Breathing, Eyes, and Blinking settings, so those duplicate categories are hidden in ZenDyn. Control, Dynamics, Preset, Character, and Global remain available.

No additional integration setup is required. Configure shared facial animation in ZenBlink and regional secondary motion in ZenDyn.