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File: 246x0w.jpg (19 KB, 246x246)
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https://www.youtube.com/watch?v=5NlvgMYZgaY&t=862s
Does anyone know how to carry this system over to Unity??
I want a human model with 2D faces like in Animal Crossing
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>>635468
I'd choose one of these ways to go with: A) Keep most of the model as is, but assign a seperate texture to the face/eyes. You simply have to cut UV seams along the edges around the eyes, and map the now UV-sperated polygons of the eyes on your eyes texture; In your eyes Texture you could have eyes looking left at the top, eyes closed below that, eyes whatever below that and so on, all in one texture sheet. You map the eye polygons to fit exactly one of these variations perfectly.

Now when you take that model into unity, you should see two materials on the model. On the eyes material, set tile to 1/number-of-variations-you-have-per-row-in-texture. Now you can modify the x/y offset of the eye material to change the state of the eyes as you want to. You can either do that by script as explained above, or you can do it manually with unity's animation editor by editing the uv offset attributes of the eyes material. Note that if you animate it by hand you have the curves all edgy so it jumps straight from one state to the next rather than scrolling all through the texture.

B) You could also remove the eyes from the main character texture, and put planes or fitting geometry for the eyes in front of the eyes instead, and then do the uv tile/offset thing there using an alpha texture for the eyes. Make sure this doesn't cast shadows on the rest of the face with dynamic lightning. I'd recommend going with solution A
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http://www.benjones.us/twilight-princess-eyes-breakdown/
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>>635475
thanks captain
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>>635475
Wow an extremely detailed and helpful post, I didn't make the thread but I was also wondering this. Looks like I'll move the eyes on a texture sheet over. Kind of hard fitting several eye expressions on the character texture anyway.
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Don't change the offset in the shader around or switch textures that's just unnecessarily complicated. Just have different GameObjects for every facial expression. Either enable/disable them via script or use animation. You can enable/disable GameObjects using animations in Unity.
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>>635468
https://www.deviantart.com/mikeinel/art/Adventure-Time-Fan-Game-Models-Download-614403920
The model for BMO essentially uses this model.
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>>635468
Blit that shit.
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>>635562
Also, do you plan on using stop motion?
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This is like the most braindead facial system on the planet
figure it out yourself, brainlet




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