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General Category => General Anim8or Forum => Topic started by: Zeela12 on May 31, 2008, 06:28:40 pm

Title: Help with texturing and materials.
Post by: Zeela12 on May 31, 2008, 06:28:40 pm
Hey, I'm pretty much a noob at anim8or, so I'm just looking for some help.

Right now I'm making a model for a game, and here it is.

This is a character model in cartoon style, done in pseudo-cellshading. Now I'm having trouble with the face. I read about it how there's no way to change the material or texture during an animation, but right now I need for the face to have expressions, like smile or cry, or get angry.

Do any of you guys have an ideas as to what I should do to carry out this action? Thanks a lot in advance!
Title: Re: Help with texturing and materials.
Post by: Tanzim on June 01, 2008, 08:39:15 am
Normally, you give the character a mouth and then rig him/her in the figure editor and give the expressions in the sequence editor, but the character is for a game, what program runs (or makes) this game, maybe the program can do the animation for you or have you import animation?
Title: Re: Help with texturing and materials.
Post by: Dosser on June 01, 2008, 09:21:57 am
Yeah, games should easily be able to change the textures on the fly. They should be redrawing the scene every frame, so there's nothing stopping the programmer from just changing the texture between frames.
Title: Re: Help with texturing and materials.
Post by: Zeela12 on June 02, 2008, 08:09:23 am
Well here's the problem, the codes aren't done yet for the game because they are telling me to give them examples of how it should work, and I can't do that because, well, I don't know how without the game code part.
Title: Re: Help with texturing and materials.
Post by: ENSONIQ5 on June 03, 2008, 03:58:36 am
If the style is to look like traditional animation, transitional steps between facial expressions ("tweeners") maybe aren't really necessary, so you could actually copy the face object several times, save each as a separate object, texture each with a different expression, place them all in the same physical space in Scene mode, and animate the face using the Visibility controller (all heads invisible, except for "Happy", for example).