Layering the Facial Features
After you have created custom facial features, especially for the G2 characters, you may need to re-arrange the layer order of them in different angles so that when the characters perform, the facial features will be always display correctly.
A sprite-based head (G2 and G2+ heads only) is composed of different facial parts that are assembled in layer orders. You can change the order for different circumstances.
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Replace custom facial features to a character.Note:
Please refer to the sections below for more information:
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Click the Composer button to switch to the Composer Mode.
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Click the 4 arrow buttons of the Angle Switch
to determine an angle (in this case, 0 degree).
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Pick the
sprite whose layer shall be re-ordered (in this case, the nose).
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Click on the Send to Front button until the layer of the facial feature is correctly
set.
The layer of the nose is under the hair.
Move the nose to the layer over the hair.
Note:- Send to Front: Move the selected facial feature one layer up.
- Send to Back: Move the selected facial feature one layer down.
- Move to Top: Move the selected facial feature to the top layer.
- Move to Bottom: Move the selected facial feature to the bottom layer.
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Repeat step 3 to step 5 until the facial features in each angle (in
this example, 270 degrees) are
correctly placed.
Left (270 degrees): Before moving the eye up to the layer above the nose.
Left (270 degrees): After moving the eye up to the layer above the nose.
Note:Please note that the layer order can be different in each angle.
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Change to a specific angle by using the Angle Switch (in this case, 45 degrees)
and select a facial feature.
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Set the Face Depth to a desired value.
- Click the Preview button.
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Hover your mouse cursor on the view port to rotate the head of the
character to see the face depth.
Face Depth = 1
Face Depth = 9
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Repeat the step 1 to 4 for setting different face depth values for each
angle to the character.
Note:
Please note that the face depth value can be different in each angle.