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Character Animation Faces

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Character Animation. Faces. Computer Animation SS2008. Facial Modelling ... Facial Expressions. Inner Brow Raiser. Frontalis, Pars Medialis. Outer Brow Raiser ... – PowerPoint PPT presentation

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Title: Character Animation Faces


1
Character AnimationFaces
  • Computer Animation SS2008

2
Facial Modelling
  • Body components are often modelled using spline
    meshes
  • Splines (bi-cubic paramaterized equations)
    capture the curvature of surfaces

3
The Basic Technique
4
Create a Flat Mask
  • Images can be used as templates for designing a
    character
  • This is called rotoscoping
  • Note how more curves are included for eye sockets
    and mouth
  • This is only done for half of the face

5
Add Depth
  • Once a flat, 2-D mesh is created using a front
    view image, various points can be raised to add
    depth
  • This is called lofting
  • At this stage, additional control pints and edges
    can be added

6
Extend Arcs to Back
  • Once this mask has been created, various curves
    are extended to form the back of the head
  • Additional curves are added, to complete the
    heads mesh
  • But we still only have half of a head

7
Copy, Flip Attach
  • Once a half head has been created, a copy is made
  • This copy is then flipped along the X-axis
    (mirrored) and attached to the original half

8
Skin
  • Real skin is translucent
  • Light is scattered through the various layers,
    and reflected from a sub-layer
  • Bidirectional reflectance distribution
    functions(BRDF) are often used

BRDF
No BRDF
9
Hair
  • Difficult to model
  • Techniques
  • Individual hairs
  • Hairs groups (clumps)?
  • Particles
  • Surface with texture mapping

10
HairHair Groups
  • Hairs are divided into groups
  • Each group is controlled by a singe vector
  • In addition, hairs can be wavy/straight,
    thick/thin, etc.

11
HairHair Groups
  • A wet appearance can be achieved by clumping
    hairs in a patch

12
Clothing
  • Difficult to model
  • May require physical model
  • Techniques
  • Surfaces with texture mapping
  • Individual threads
  • Others

13
ClothTypical Model
  • Section of cloth is modelled as a polygonal mesh
  • Edges are modelled as springs
  • Cloth is allowed to fall until a position of
    least energy is attained.

14
Facial Expressions
  • Facial Action Coding System
  • Points on face are keyed to underlying muscles

15
Facial Expressions
  • Inner Brow RaiserFrontalis, Pars Medialis
  • Outer Brow RaiserFrontalis, Pars Lateralis
  • Brow Lowerer Depressor Glabellae Depressor
    Supercilli Corrugator
  • Upper Lid Raiser Levator Palebrae Superioris
  • Cheek Raiser Orbicularis Oculi, Pars Orbitalis
  • Lid Tightener Orbicularis Oculi, Pars Palebralis
  • Lips Toward Orbicularis Oris Each Other
  • Nose Wrinkler Levator Labii Superioris, Alaeque
    Nasi
  • Upper Lip Raiser Levator Labii Superioris, Caput
    Infraorbitalis

16
Acting Emotions
  • Emotions
  • Lip-syncing
  • Body movement

17
Emotions
  • Which is
  • Happy
  • Surprise
  • Anger
  • Disgust
  • Curiosity
  • Note direction of movement due to muscles

18
Lip-Syncing
  • Motion capture
  • Dots are placed at key points on actors face
  • As actor speaks, dots are tracked and positions
    recorded

19
Phonemes
  • Mouth orientation based on vocal sounds
  • Note sound groupings

20
Body movement
  • Synthetic motions
  • Motion capture

21
Synthetic Motions
  • Uses either physics or simulations
  • Difficult to replicate nuances of human motion
  • Often requires exaggeration to compensate

22
Motion Capture
  • Actors wear either markers or actuators to record
    either positional or rotational data,
    respectively
  • Also called performance capture
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