To simplify my question : i need a method to animate expressions in 2D on a 3D cat character (so 4 legs).
I tried many things and nothing works in sync.
I can either animate the body but not the face or animate the face but AnimAll only create keys on the timeline instead of the dopesheet so it doesn"t match with the body (also, cannot do more than one since the timeline is a common tool).
Basically what i need to know is how i can put AnimAll keys on the dopesheet.
Or how can i create a simple animation for the 2D face, store it somewhere and drop it on my 3D character.
Thanks in advance to anybody who can help.
I have a few problems with integrating blender animations into unity.
I’ve made a character in blender with 2 material applied :
- 1 material for the body (regular UV used)
- 1 material for the face (UV offset animation) -> with multi textures animated for each expressions -> i hide/show textures i need for each body animation (i don’t know if there is an actual way to link an expression animation to a body animation)
So, as said above, i animated the face with UV offset.
It’s working fine in blender in GLSL mode. When i switch back to multitextured, it shows a blank square in place of the face (which i believe to be normal…?).
Also unity doesn’t keep the names i put in blender for material and material textures, does anybody know why? It’s making things even more difficult.
The problem is, when i export to unity in .fbx, everything works fine except i have no control whatsoever on the animation i made for the face and they don’t show at all -> my character just has the blank face instead of the UVs.
How do you solve this?
I need my character’s face to be actually displayed and to link my character’s expression (animated) to the right body animation in game.
Is this coming from blender ? From Unity ?
What should I do to have this working in unity?
I hope it’s somewhat clear, it’s pretty abstract to explain.
Thanks in advance for your help.