I'm trying to do an animated 2D face for my character, changing textures with like this video: https://www.youtube.com/watch?v=pvLG4rmkB8A So, I followed more or less the process they used, I made in Blender a simple character with two bones that I refer to do the swapping (eyes and mouth _controller) and 3 materials, one for the body, and two for the face, also I did an animation where the reference bones go through all faces and called it "debug". then inside Unreal I made one material with a texture parameter and set two instances of that material one for the mouth and another for the eyes. Then I analyzed the video of the goat, and followed a bunch of tutorials that in resume told me to go into a blueprint class actor, load my skeletal mesh loaded the debug animation asset, and do the following in the construction script and in the begin play (not both at the same time... though I was desperate so I tested that too xD), that didn't work, and when everything was plugged in the body texture on my mesh disappeared. Then I found this tutorial when a guy changed normals through bone rotation inside an animation blueprint: https://www.moddb.com/tutorials/dynamically-changing-facial-normal-maps-in-unreal-engine-4 So any beautiful programmer, want to tell this poor 3D artist/animator, wannabe programmer, how can he animate 2D faces using a Dynamic Material? :c Thanks in advance |
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https://docs.unrealengine.com/en-US/Engine/Animation/Sequences/Curves/index.html
You could expose the bone rotation into a curve in your choise of modeling package, then add a parameter with the same name as the curve in your material, enable "anim curve" on the curve in the animation editor in Unreal, and it will automatically control the parameter.