How to use a 2D face texture on a 3D object in Blender [2.92]

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in this blender tutorial for beginners i will show you how i use a 2d face texture on a 3d object i first need to prepare the individual textures that will be used for the animation i downloaded the expressions made by pch vector from free pick the link is in the description i need to make a change to the image by removing the yellow background in i open the image and right click on the layer to add an alpha channel using the fuzzy select tool i select the yellow color and use ctrl x to remove the background i use ctrl shift a to deselect everything i make a new image that is 500 pixels by 500 pixels with the transparent background i use the rectangle select tool to select the first expression i copy the selection and paste it as a new layer on the new image i scale the layer to a width of 450 pixels making sure the link is activated so the proportion is maintained i drag down a horizontal guide to the top of the eyes this will ensure that each layer is sitting at the same spot i export the file as a png using a number on the end to indicate a frame number starting with zero i repeat this process with each of the remaining expressions numbering them in succession i can now begin placing the textures onto the face i add a uv sphere and shade it smooth i now import the images using import images as planes and choose animate image sequences i then rotate the image plane around the x-axis 90 degrees and move it in front of the uv sphere in the uv editing workspace i open the images in object mode i select the face and then the uv sphere and using control p i parent the object using keep transform i then select the image plane right click it and subdivide it with four cuts this will make it easier to wrap around the uv sphere without the need for a shrink wrap modifier i select the two top and bottom rows of vertices and using proportional editing i wrap the image closer to the uv sphere i then select the horizontal vertices along the edges and move them back along the y-axis i continue to refine the plane so it wraps around the sphere as close as possible if i now scrub through the dope sheet notice that i can see each of the 15 faces across the first 15 frames of the animation this isn't what i want i want to be able to animate individual frames under the shading workspace i changed the frames to one now when i scrub through the dope sheet i see only frame one i'll split the viewport and open the shader editor so i can access the images i can use the offset to move between the individual frames which will show me the individual faces let's say i want to go from smile to a wide grin to the toothy smile to the wink i insert a keyframe on frame 1 by hovering over the offset field and using the i key i can then move to frame 10 and change the offset to the wide grin and insert a keyframe on frame 20 i can change the offset so that i can see the toothy smile and insert a keyframe finally on frame 30 i change the offset so i can see the wink and insert a keyframe i copy the keyframes from frame 1 onto frame 40 so the animation can loop when i play the animation notice that all the in-between expressions are also animated this can easily be fixed by using the t key to open the keyframe interpolation menu and choosing constant this will mean that only the expressions that i specifically used will be animated thanks for watching i hope you found this useful please don't forget to like share and subscribe and turn on the notifications have a good day you
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Channel: Jen Abbott Creates
Views: 33,605
Rating: undefined out of 5
Keywords: Art, Design, Blender 2.9, blender 3d, B3D, 3D, Animation, Tutorial, Modeling, 3D Modeling, Animation in Blender, Learning Animation, Mograph, Motion Graphics, 2D Animation, Character Design, Rigging, Face Rig, sprite sheet
Id: qRYu0GDU-qM
Channel Id: undefined
Length: 9min 9sec (549 seconds)
Published: Mon Apr 26 2021
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