EUROGRAPHICS 2012/ A Facial Rigging Survey (original) (raw)
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FACIAL RIGGING FOR 3D CHARACTER
Facial animation is an important aspect to make character more life in virtual world. Early stage to make facial animation is facial rigging. Facial rigging is the process of creating the animation controls for a facial model and the animator’s interface to those controls. Facial feature points which associated with facial skeleton makes process of rigging easy to do. Weighting feature points on the face makes facial skeleton used as the basis of the manufacture of facial control to manual or automatic animation with motion data.
Facial animation of 3D characters is frequently a time-consuming and repetitive process that involves either skeleton-rigging or pose-setting for morph targets. A major issue of concern is the necessity to repeat similar tasks for different models, re-creating the same animation system for several faces. Thus there is a need for reusable methods and tools that allow the introduction of automation into these processes. In this paper we present such a method to assist in the process of facial rigging: the Maskle. Based upon the standard bone-weight linear skinning animation technique, the desired distribution of vertex-movement weights for facial animation is pre-programmed into a low-resolution, generic facial mask. This mask, or 'Maskle', is then semi-automatically overlaid onto a newly created face model, before the animation-weight distribution is automatically transferred from the Maskle to the model. The result is a weight-painted model, created semi-automatically, and a...
EPFL training example no training with training training example no training with training whistle evil laugh smile surprise prior prior Figure 1: Example-based facial rigging allows transferring expressions from a generic prior to create a blendshape model of a virtual character. This blendshape model can be successively fine-tuned toward the specific geometry and motion characteristics of the character by providing more training data in the form of additional expression poses. Abstract We introduce a method for generating facial blendshape rigs from a set of example poses of a CG character. Our system transfers controller semantics and expression dynamics from a generic template to the target blendshape model, while solving for an optimal reproduction of the training poses. This enables a scalable design process, where the user can iteratively add more training poses to refine the blendshape expression space. However, plausible anima-tions can be obtained even with a single training pose. We show how formulating the optimization in gradient space yields superior results as compared to a direct optimization on blendshape vertices. We provide examples for both hand-crafted characters and 3D scans of a real actor and demonstrate the performance of our system in the context of markerless art-directable facial tracking.
Physical Rigging Procedures Based on Character Type and Design in 3D Animation
International Journal of Recent Technology and Engineering (IJRTE), 2019
In 3D (Three-Dimensional) animation pipeline, the term rigging is commonly used to describe the process of creating skeleton system inside the finishing 3D character geometry and assigning animation controllers for animators to animate the 3D character. In order to establish a fluidity movement on the character, the proper setting must be planned and the flexibility of the controller must be setup properly. However, the discussion and understanding about rigging setup for specific 3D characters from previous researcher is very limited. Hence, the process of rigging will take longer time to complete especially for novice rigger artist. This study will explore the fundamental process of character rigging system and identify the method and techniques for rigging characters based on their anatomy designs. The analysis of this study will look on the conceptual design of the character; how to implement proper techniques and workflow based on the primary and secondary data provided in this study. The findings in this paper indicate common techniques for human rig object in 3D characters is using Biped, CAT or auto rigs. From our experiment, we found biped or CAT rigging is the best setting for the animals and realism characters. Custom rig is suitable for cartoony characters. Rigging system for anthropomorphism character is a bit different from the human rigs system. Anthropomorphism character requires several modifications on their physical appearances in which adding or subtracting the limb that physically taken from specific animal or any objects. For this type of character, we suggested to use biped rigging system. However, for complex anthropomorphism characters with many form structures, the study of movement, exaggeration and bone limitation must be analyzed before deciding the proper technique for rigging. Hence, the chain rig system is the best option for this type of anthropomorphism character. Therefore, rigging in animation is the process assembling the skeleton system into the character. The use of proper rigging style will determine how the character move and pose in final animation.
A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by adhoc parametrically controlled facial mesh deformations or kinematic approximation of muscle actions. Fortunately, animators are now able to digitize facial geometries through the use of scanning range sensors and animate them through the dynamic simulation of facial tissues and muscles. However, these techniques require considerable user input to construct facial models of individuals suitable for animation. Realistic facial animation is achieved through geometric and image manipulations. Geometric deformations usually account for the shape and deformations unique to the physiology and expressions of a person. Image manipulations model the reflectance properties of the facial skin and hair to achieve smallscale detail that is difficult to model by geometric manipulation alone.
Easy Rigging of Face by Automatic Registration and Transfer of Skinning Parameters
2010
Preparing a facial mesh to be animated requires a laborious manual rigging process. The rig specifies how the input animation data deforms the surface and allows artists to manipulate a character. We present a method that automatically rigs a facial mesh based on Radial Basis Functions (RBF) and linear blend skinning approach. Our approach transfers the skinning parameters (feature points and their envelopes, ie. point-vertex weights), of a reference facial mesh (source) - already rigged - to the chosen facial mesh (target) by computing an automatic registration between the two meshes. There is no need to manually mark the correspondence between the source and target mesh. As a result, inexperienced artists can automatically rig facial meshes and start right away animating their 3D characters, driven for instance by motion capture data.