Inspired By Mario 64

Recently, I've been working on a facial manipulation system for my game using Godot. Inspired by the playful face interaction seen in Mario 64, I explored how vertex groups and bone-based rigging can be used to create dynamic facial deformations and expressive character animations.

By combining carefully weighted vertex groups with custom bone controls, I'm able to manipulate different facial features in real time, allowing for a wide range of expressions while maintaining performance. This has been a great opportunity to deepen my understanding of character rigging, animation workflows, and procedural deformation techniques within Godot.

It's exciting to see these systems come together and bring more personality and immersion to the characters I'm creating. Looking forward to refining the feature further and exploring even more advanced animation techniques.

for business enquiry contact me via Discord : nexusvoid26
 

I have screen capture functionality in browser if you are interested.

Feel free to share your character's face press Space/Enter to rest the face's original look.

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