Example of what I am trying to achieve: [ame=" https://www.youtube.com/watch?v=FwHkq6kNKH4"]Let's Play My Sims Agents Part 2 - YouTube[/ame] I am wondering how I can switch animated sequences for the faces like if I animate the eyes blinking,and animate a wink.How do I place the blink and the wink or do I need to make…
I wanted to ask how this is done.I am guessing u animate the facial movements and lip movements on the flattened uv textures or is there another way to approach this?How are the image textures applied in Maya and Blender and gotten to match the 3d model movements. Wanted to try this style out for an animation.I noticed…
Trying this out on a model.I will start animating the face in a 2d animation app and plug in the animation as an image sequence.Surprisingly,u can layer textures on top of each other in one material in Blender,like image sequence for the eyes on one layer and so on. Using the frensel glsl shader with color management…
Thanks,rube.Its actually for an animation and not a game. I think this best explains what I am trying out. [ame=" https://www.youtube.com/watch?v=UMmaFFWtQw4"]Tomb Raider Chronicles Cutscenes Part 2 - YouTube[/ame] They are the ingame cutscenes from Tombraider chronicles(ahhh..the memories).As u can see the the facial…
If you want to optimize your UV space, you should separate the area where your mouth texture will be rendered and use a different material for it. Assign it a material that takes two different textures, one for the general background, and one for the animated texture. By adjusting and animating the UV coordinates for the…
An easy way is to have all your facial expressions evenly spaced on a sprite sheet and then map the parts to different planes floating above the characters face. Then you can offset the UVs of the planes to make the expressions change. If you control the offset by a null you can then use that null in a shader in engine to…
@rube thanks a lot for the suggestion.Will try it out. @Mrfred Very useful info,even though I am using Blender currently.Will look into how I can apply this.Thanks. @Richard Kain Thanks bro.Currently researching what u just pointed out.Will post something soon.