

Adding new vertexĭuplicate and place more vertices on the center of each grid. Snapping the bone to the centre of the grid. Move the mouse and place the point in the Press A to deselect all vertices. Secondary-click on the corner point to select R and then X and then type 90 to rotate the plane 90 degrees on the X axis so that it faces the viewer. Secondary-click to select the plane and press Tab to enter edit mode. While importing, in the Material Settings panel. Importing image as planesīrowse for the image you exported with grid and background layer turned on. In the 3D view, press Shift-A to bring out the Add menu. Import as Planes checkbox to enable the add on. Type image in the search box and tick the First click on the File menu and selectĬlick on Add-ons tab. You need to have a reference image and bones Assigning mouth plane to mouth vertex group Step 3 This will assign the selected vertices to the Mouth vertex group. Next, click on the + button the in Vertex Group panel to add another group. Assigning vertices to vertex group Step 2 Now select only the vertices of the eye plane.Įyes and click the Assign button to assign the selected Vertex Groups panel, click on the + button to add a new group. Right click on the character object and press Tab to enter edit mode. Testing the head bone Creating Reference object and Control Bones Step 1

Pres Ctrl-Tab to enter pose mode if you are not in pose mode. You can test it by right clicking on the armature object. Assigning vertex groups to facial features The planes will now follow the head boneĪlong with other vertices of the head vertex group. Vertex Groups panel, click on Head and then click the Assign button. With the planes selected, click on the Vertex Data button in the properties window. Texture settings Parenting to the Bone Step 1 In the Influence panel, tick Alpha checkbox. In the Image panel, press Open button and browse for the transparent mouth texture image. Turn on the Transparency and reduce the Alpha toĬlick on the texture button on the Properties window.

Rename the materialįace or feature or anything else you want. Press theĬlick on the New button to add another material. With the two planes selected, click on the materials button in the properties window. Preview the expression in 3D view Setting Up the Material Step 1 The texture now has transparent background and it blends seamlessly with theĬharacter.

Exporting library as transparent png image In the UVĮditor press Alt-R to refresh the image or you can re-open the image. Now in a 2D program, turn off the background and grid layer. Select the vertices and scale it down and place it over the first grid. In the UV Editor, select the unwrapped vertices of the mouth plane. Open the expression sheet as texture Step 8 While exporting as I need the grid as reference to align the UVs of the planes. I've turned on the grid and background layer in the 2D program In the UV Editor, click on the Open button and browse for the mouth/eye shape image. Press U key to bring the UV Mapping menu. Hold Shift and then right click on the vertex to multiple select. In the 3D view port, select both planes you just created for eyes and mouth. Click on the window type button and select With the mouth plane selected, press Shift-D to make a duplicate for the eyes. With the plane selected, press S on the keyboard to scale the planeĪccording to the size and shape of the mouth. The edges of the plane will become sharp and will be marked in Hold Shift and secondary-click on all vertices of the plane. Modifier was already applied to the character. You'll notice that the plane appears to be circular. Move the new plane forward to bring it in front of the face. In the bottom part of the toolshelf, tick theĪlign to View checkbox so that it face the viewer. Press 1 on the numpad to get into front view. Secondary-click on the characterĮnsure you're in front view. In Blender, open the file in which you made the character. Creating mouth and eyes expression library Face Object and Texture Setup Step 1 And phonemes such as a, aa, o, ee, f, v, m b, l. Mouth shapes arrange them in groups of expressions, for example smile, laugh, crying and so forth. Layers so that they can be easily turned off to export transparent png.Ĭan be of any shape but the whole image should be square in proportion. Set the background and the grid lines in separate Delete facial expressions Step 2Ĭreate a new square image, with various mouth shapes and eye variations. Ensure the original character texture image don't have the mouth and eyes,Īs they will be a part of a separate texture map, which will then be animated andĬontrolled separately.
