Not necessarily exactly related to unity, but i have such little experience with meshes and techniques related to them so i’ll ask it here anyway.
Say, i have this cartoon character mesh which i need to animate facial features by directly changing texture presentation of the local area: mouth/eyes where normal vertex animation can’t just produce the results i want. How would one accomplish this normally?
I guess one way would be to make lots of subtextures for the shader and change the textures appropriately when necessary. One technique I had a quick look at was uv-map animation, but i’m not sure if that’s so used anymore? Separating the object and using different material may introduce some issues later, i guess.
I cant see how the animation editor would help with this. I dont find any options to access uv info through it so it seems I would have to script the functions to apply changes to uv map. Well, thanks a lot for clearing things up a little.
But this would mean i would have to have to use different materials or textures for mouth/eyes etc regardless then? So I could use a shader with multiple textures laid on top of eachother and just change the offset of these subtextures to get the effect I want? I guess that would work and be somewhat easy to accomplish.