Open Cheeseness opened 10 years ago
Good idea, thanks for creating the issue! As there are different possibilities to implement these, I'd like to do a quick brain dump of my thoughts on these so far (mostly theoretical as for now - Some of this I already wrote in the other related issues, I hope it's not too redundant :))
In both cases, a standardized naming scheme should be in place to make this independent of the current character/head model used - "Neutral", "Happy", and "Angry" seem to be the obvious labels ;).
Some specific caveats I encountered with blend shapes created in Blender:
Regarding the current state in the repo: The script "FaceState.cs" in Assets/scripts/animation can be dragged onto the "Head" gameobject (currently a subobject of the "BradHead" prefab in Assets/characters) and then blendshapes set from any script attached to the player gameobject via GameObject.Find("Head").SetFaceExpression("Happy"); etc.
People are moving ahead with facial animation, so it's better to push this out into its own issue rather than cluttering up #3.
To start with, we're looking for: