With the blue squares being the invisible lines of the double-faced quads.
One problem with using textured quads instead of a sprite sheet is that you can't define the rotation pivot while doing it, so I had to parent each separate object to an empty gameobject in its pivot position - quite a hassle.
As you can see this quickly becomes time-consuming and complex - this is a very simple model after all, with no facial controls or anything like that, but I suppose it is unavoidable.
I might increase the complexity of the model later, but for now I am too busy. I plan on returning to the blog in about a week or so.
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