Got a question about animating a simple character face using textures.
So I am working on very simple game. Which is turning out to be not so simple at all.
Basically my characters’ are a series of blocks haphazardly rigged together.
I would like to animate one polygon face on the character to express certain states (Tired, emotions, actions, etc.)
Anyway - I would like to swap out textures based on actions and states that the main character
For example -
If a character state is tired it will swap out for the tired material.
If a character is taking an action like punching a hard object (Tree for example). It should swap out for the pain material.
Now here goes the question - How do I do this?
I am not looking to use blend shapes but materials, Material functions, Blueprints and possibly anim montage.
Thanks for your time
HeadClot
PS. If I posted this in the wrong section feel free to move it.
If you’ve got a block for a head, you could just add a static mesh plane in front of it, and use opacity masked materials and change the material or a texture parameter of the material to whatever state of the face you need. Or if you want it to be animated, you could use a flipbook instead of the plane.
“…the possible applications for this are endless, from showing different levels of damage to changing a paint job to blending in different skin textures in response to facial expressions.”
Well, actually that won’t even work if you don’t establish the “Texture” parameter in your original material. Let’s assume you did, though. Whenever I want to change my character’s expression I call a tiny function:
After a random amount of time I switch to the blinking texture, wait 0.2 seconds and switch back to whatever he had going on before.
I’m working with still textures, but I imagine it wouldn’t be too hard to set up animated textures using Flipbooks. You could make the number of frames per animation a parameter and change that depending on the animation you want to play.