Face Inset

Shows your live face as a cut-out floating on the screen, in front of a background picture. Ask for up to six copies of your face, each in its own place and size.

Face Swaps & Morphs

Swap your face onto anything, or twist it into something completely new.

Made with this block

Inputs

backgroundTexturetexture

The full-screen background image rendered behind every face clone. Supply it through the "Background Image" asset provider. By default the background must not contain a generated face or person, since the user's own face is composited on top of it.

hasFace0boolean

Shows the first face clone (face0). Each hasFaceN toggle adds one independent copy of the user's live face; this block supports up to 6 clones (face0 to face5). Enable one toggle per requested face, in order starting from hasFace0. On by default, so for a single face inset keep only hasFace0 true.

hasFace1boolean

Shows a second copy of the user's face (face1). Off by default. Enable clones in order (hasFace0, then hasFace1, and so on) so there are no gaps.

hasFace2boolean

Shows a third copy of the user's face (face2). Off by default. Enable only after hasFace0 and hasFace1 are on.

hasFace3boolean

Shows a fourth copy of the user's face (face3). Off by default. Enable only after the lower-indexed faces are on.

hasFace4boolean

Shows a fifth copy of the user's face (face4). Off by default. Enable only after the lower-indexed faces are on.

hasFace5boolean

Shows a sixth copy of the user's face (face5). Off by default. Enable only after the lower-indexed faces are on.

face0Positionvec2

Screen position of face0's center (vec2). X: positive moves right, negative moves left. Y: positive moves up, negative moves down. [0,0] is the center of the screen. A face is about 3 units wide and 4 units tall, so stepping X by ~3 and Y by ~4 tiles faces edge-to-edge without overlap; keep values roughly within -4 to 4 to keep the face on screen. Default [0,0] places it at the center.

face1Positionvec2

Screen position of face1's center (vec2). Same units and axes as face0Position (X: + right / - left, Y: + up / - down, [0,0] = center). Default [-3,0] places it just left of center.

face2Positionvec2

Screen position of face2's center (vec2). Same units and axes as face0Position. Default [3,0] places it just right of center.

face3Positionvec2

Screen position of face3's center (vec2). Same units and axes as face0Position. Default [-3,-4] places it in the lower-left.

face4Positionvec2

Screen position of face4's center (vec2). Same units and axes as face0Position. Default [0,-4] places it in the lower-center.

face5Positionvec2

Screen position of face5's center (vec2). Same units and axes as face0Position. Default [3,-4] places it in the lower-right.

face0Scalevec2

Size multiplier for face0 (vec2). [1,1] is the normal size. X scales width, Y scales height; values above 1 enlarge the face and below 1 shrink it. Use equal X and Y to resize uniformly (keeping the face's proportions), or different values to stretch it.

face1Scalevec2

Size multiplier for face1 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.

face2Scalevec2

Size multiplier for face2 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.

face3Scalevec2

Size multiplier for face3 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.

face4Scalevec2

Size multiplier for face4 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.

face5Scalevec2

Size multiplier for face5 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.

face0Rotationint

This is an int of the angle rotation of the first face0. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face

face1Rotationint

This is an int of the angle rotation of the second face1. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face

face2Rotationint

This is an int of the angle rotation of the second face2. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face

face3Rotationint

This is an int of the angle rotation of the second face3. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face

face4Rotationint

This is an int of the angle rotation of the second face4. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face

face5Rotationint

This is an int of the angle rotation of the second face5. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face