3d object anchor points?
Hi, I'm looking to attach some meshes ("low-poly"-style eyebrows, hair, and beard) to the user's head. I'd like to make sure these items warp to fit the head at the proper attachment points (in the case of the hair and beard) and move with the user's expression (in the case of the eyebrows). I know the appropriate points are being tracked --the anchor points in the Face Texture effect show that face boundaries and expression are being tracked, and the Face-Pinned 3d Objects show that 3d head orientation/rotation is being calculated, and I assume that from that information the skew of the 2d onto the 3d "head mesh" is easily calculable --I just don't know how to tap into them and map them onto the imported mesh. Do I need to do some scripting for this? Is it even possible? (If not, is there a way to convincingly "approximate" the effect I'm looking for with the available GUI tools?)
There is two ways of doing that effect. the easiest way is instead of using mesh you can use face mask in that way it will be attached to the face and will deform when you move your face. I recommend using it for the beard.
Also you can take a look at the paper head template.
Paper head template is using two binding points on the face and calculate the distance between each point to change the sprite.
but what you can do is using the same technique to drive the blendshapes. I already made a simple project file to show how it can be done.
Here is the link to the thread:
Hope you will find this helpful and let me know if you have any questions.