I'm doing a 3D character but wanted to make the mouth as texture.
Now, to make animating a bit easier, I'm trying to translate recorded video info to 2D mouth animation.
The point where I am, is I have info from video as poses. For example if I make a kissing form with my mouth a respective posemorph (named MouthKiss) will go from 0 to 100% relative to intensity of facial expression. In opposite if I open my mouth as wide as possible, another posemorph (named MouthOpen) will turn on according to it's intensity. I have around 30 posemorphs that try to specify the shape of my mouth.
Now where I'm stuck, is the translation of these posemorphs to texture changes.
I figured that the easiest way would be to use xpresso and 2D vector field user data.
This way each pose would try to push the cursor/value of this user data to it's corresponding direction.
I've attached a sample facial texture with 2D vector field with 12 points in both x & y axis - center being 6.5,6.5. This texture have 12 different poses with 12 different xy value on vector field.
Again, as an example, when making a kissing face the pose should move the cursor of user data towards point 12,12.
When having mouth wide open, it should push it to point 1,1
This way the changes of texture would be instant (as playing with opacity wouldn't work here) - each sector of vector field should translate to one specific texture.
I animated video to showcase how I expect the rig to translate poses to material changes:
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I need someone to help me with this xpresso rig.
For the sake of simplicity, You can use random textures (just colors for example) I can change them myself later on when I understand how the rig works.