I guess the part I'm confused about is do I need to have the elements of all those facial animations imported with the rest of the character and set up in the atlas in unity? And if so how do I use them since they're not constantly visible? Would you just control them with the state machine and some code? I'm thinking about animating inside unity with the parts of the character through keyframes, which is what I believe you were suggesting anyways. Choose X and Z as UV Axis, From > Choose the head object, To. Get access beginning in our Introduction to. He also has a shocked expression and a cringe expression. Create an empty at the same position as the head. Aias character rig is highly customizable with a full range of facial controls, and is great for any acting shot. My character as a small line for a mouth, and when he eats something, his mouth get's huge, shows a tongue and his teeth. By using 2.5D techniques you can simulate complex head movements, which goes a long way to adding interest to your 2D puppet rigs. But the game is stylized like a cartoon - like a flash game. Animated 2D puppet rigs can easily look very flat, so A good way to add some life to a character is to create the illusion of perspective and parallax with a head rig. I think I can have separate sprites, I just don't think I could deform the sprites to pull off the animation I want, other than maybe the eyes.