I’m in a bit of a pickle and need some advice/assistance with a project I’m working on, specifically how to go about creating 2D Facial animations on a 3D Character. (Similar to Animal Crossing, Pokémon and LoZ: Windwaker) So my eyes and mouth are on separate small planes that are skinned to to head and have a texture assigned to each.
My animator is using Maya for all of the cut scene and loop animations for the game, so we’re trying to figure a method for him to animate the eyes in Maya, for this to then export correctly and be working in UE4. Our first idea was to use a UV offset a texture sheet in Maya and key it, but we’re not sure if this will work with exporting, as the method isn’t rigged as such. (Here is the video I was going by: Animating 2D Eyes From a Texture in Maya - YouTube) I’m not sure if it’s possible to get this working in unreal.
The other plan was to have Several plane meshs, each with a different eye/mouth phase, and have them scale between 0 and 1 to switch the textures out. But yet again, not sure how this will translate to Unreal and seems as if it could get messy.
Does anyone have any advice or know a better way to achieve this? Or how to possibly get the previous ideas working?