Added a Character Expression System #323
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Leverages Unity's Timeline API to create custom sequencing components, which can be used to define a character's mood as a function of time. The character's mood is then used in other sub-systems to control its' eye textures, mouth textures, and animations. Additional features like eye blinking and lip-syncing are also supported and, ultimately, determined from the character's mood. Finally, localization is supported in this system. So, for example, the lip-syncing mouth textures used on a character will change with the active language. Combined, I just refer to the whole thing as a Character Expression System.
Forum link: https://forum.unity.com/threads/localized-phoneme-mood-pose-expression-system.1044784/#post-6760660
What will this PR bring to the project for everyone: more nuance in character expressions in dialogue / cutscene sections.
Why are these changes necessary: the current implementation has the same animation for every dialogue sequence. Since there will be many character interactions in the game, this will eliminate the repetitive animation and give much more flexibility in designing cutscene / dialogue sequences.
How did you implement them: Please refer to the forum post linked above for a detailed description of implementation.