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I’ve a query about rigging in Unity -.
Is there a approach to rig a 2D face on a 3D character in such a manner that you’ll be able to get a easy transition between the totally different keyed mouth- and eyeshapes in an animation? (Form of just like the cutscenes within the present lego video games).
Up to now I’ve solely discovered tutorials about methods which might be based mostly on alternating between pre-drawn mouthshapes, and many others. which might be saved on a texture and this manner the transitions normally do not look very fluent.
I’d be very grateful for any type of suggestions 🙂
Thanks!

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My strategy to animating a second face can be the identical as that to animating a 3d face: By doing it within the 3d modeling program. I’d break up the face into a number of vertices after which animate these vertices. This could deform the face texture. For instance, flip a smiling face right into a frowning face or rotate the eyebrows from indignant to unhappy.

One other strategy could possibly be to make use of the second animation system and attempt to render the outcomes to a render texture which is then utilized to the 3d mannequin.

By the way in which: TT Video games, the corporate that made many of the current Lego titles, developed an personal inhouse engine for these video games. In order that they most likely have their very own specialised tooling for doing these attribute second facial animations on 3d characters.

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