ZenBlink Changelog
3.0.2
Fixed
- Prevented sudden head movement when a Face animation section ends before the Sequencer timeline.
- Improved standalone facial animation and reliability when using ZenBlink alongside ZenDyn.
- Improved Live Link compatibility with ARKit and MetaHuman Animator, preserving incoming lip-sync and head animation.
- Fixed Sequencer playback suppressing procedural facial animation, including micro-saccades.
- Improved animation Blueprint loading at project startup, including C++ projects.
- Corrected Global Strength blending, post-process restoration, and mesh changes at runtime.
- Improved tagged-target fallback and target updates while baking animation.
3.0.1
ZenBlink 3.0.1 focuses on smoother movement, stronger compatibility, and production-ready packaging.
Improved
- Smoothed procedural head activation and deactivation so toggling Use Head Movement blends between generated and incoming poses.
- Coordinated Random head and eye movement by making the eyes follow the same generated target.
- Improved transitions between Random, Follow Target, and Follow Tag movement.
- Corrected gaze and exclusion behavior for rotated characters and difficult close-range targets.
- Improved Target Component reliability in crowded scenes and during character initialization, with stable eye-level targeting and compatibility for existing setups.
- Corrected temporary target fallback behavior so characters retain a natural gaze point instead of looking above the intended target.
- Improved ZenDyn 2.0.0 integration in preparation for the ZenDyn 2.0.0 release.
Compatibility And Shipping
- Removed the dependency on the beta Control Rig Spline plugin.
- Expanded strict validation across Unreal Engine 5.6, 5.7, and 5.8.
3.0.0
ZenBlink 3 is a major update focused on natural MetaHuman animation, easier setup, and better Sequencer control.
What’s New
- ZenBlink is now an Actor Component. The toolbar can add it permanently to a MetaHuman Blueprint or only to the selected actor.
- New procedural facial idle, breathing, eye movement, blinking, emotion, and head-tracking systems.
- Random, Follow Target, and Follow Tag modes with smooth transitions, range limits, rear exclusion, and automatic reacquisition.
- New ZenBlink Target component for following another character’s eyes, head, socket, or tagged component.
- More natural eyes with attention shifts, micro-saccades, convergence, smoothing, and gaze-shift blinks.
- Improved head and neck movement with rotation limits, override control, and smoother settling.
- Face Override now cleanly replaces incoming facial expression animation while preserving the character’s underlying animation.
- 51 supplied Control Rig Pose emotions, direct pose selection, and support for custom Control Rig Pose assets.
- ZenBlink Preset assets for saving and loading user-facing animation settings in familiar Details panel categories.
- Live editor preview without entering Play or Simulate.
- Sequencer-ready controls and Bake ZenBlink Animations, which creates synchronized face and body animations.
- Cine Camera focus tools and support for working alongside ZenDyn 2.0 or newer.
Improved
- Smoother emotion changes without briefly returning to neutral.
- Better protection for speech, lip sync, mouth, and jaw animation.
- Eyes continue tracking when the head reaches its rotation limit.
- Random and target-following modes switch without sudden snapping.
- Random movement uses independent, center-weighted fixations with distance-aware travel and a visible hold at each target.
- Disabling, deactivating, unregistering, or removing ZenBlink restores the face mesh’s original post-process Anim Blueprint.
- Cleaner controls and more natural default presets.
Removed
- ZenBlink World Actor and separate editor tick component.
- Legacy curve-based emotion assets and superseded animation nodes.
- Previous experimental body-idle and body-breathing systems.