• Title/Summary/Keyword: facial rigging

Search Result 7, Processing Time 0.038 seconds

A Study of Facial Expression of Digital Character with Muscle Simulation System

  • He, Yangyang;Choi, Chul-young
    • International journal of advanced smart convergence
    • /
    • v.8 no.2
    • /
    • pp.162-169
    • /
    • 2019
  • Facial rigging technology has been developing more and more since the 21st century. Facial rigging of various methods is still attempted and a technique of capturing the geometry in real time recently also appears. Currently Modern CG is produced image which is hard to distinguish from actual photograph. However, this kind of technology still requires a lot of equipment and cost. The purpose of this study is to perform facial rigging using muscle simulation instead of using such equipment. Original muscle simulations were made primarily for use in the body of a creature. In this study, however, we use muscle simulations for facial rigging to create a more realistic creature-like effect. To do this, we used Ziva Dynamics' Ziva VFX muscle simulation software. We also develop a method to overcome the disadvantages of muscle simulation. Muscle simulation can not be applied in real time and it takes time to simulate. It also takes a long time to work because the complex muscles must be connected. Our study have solved this problem using blendshape and we want to show you how to apply our method to face rig.

The Study of Skeleton System for Facial Expression Animation (Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구)

  • Oh, Seong-Suk
    • Journal of Korea Game Society
    • /
    • v.8 no.2
    • /
    • pp.47-55
    • /
    • 2008
  • This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.

  • PDF

A Study of Use of Auto Rigging Tool To Increase Effectiveness of 3D Animation Production (3D애니메이션제작의 효율성 향상을 위한 오토 리깅 툴의 활용에 대한 연구)

  • Baek, Jong-Yeol
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.247-265
    • /
    • 2017
  • With the increasingly diverse, sophisticated and complex character animations that can be represented in 3D animations, the importance of rigging, which can most directly affect animating quality, is becoming more and more important. In addition, rapidity is another crucial aspect of 3D animation production. So, the importance of technical director's role which is accurate and rapid handling of rigging pipeline building and immediate application and, corrections of errors during the longest and manpower consuming animation production is more becoming key. Baek Ji Won and Kim Jae-woong (2014) said, "The technical director is adding new importance to the new job, which is created by 3D animation, in conjunction with the limited production period, manpower, budget and production process." Most major overseas studios are developing in-house software to handle rigging and animation processes. Software development code is used to freely develop and modify production pipelines in accordance with the direction of the work. They are making efforts to build an optimal environment for animators. However, too many efforts and ineffective efforts have been made to develop, adapt, and stabilize the rigging process for small producers, creators, and students who do not have the capacity to develop their own in-house software or hire a technical director. This study suggests the most suitable auto-rigging tool among the many auto-rigging tools released in the market, and suggests the most accurate and quick auto-rigging process setting method for those who have insufficient knowledge about 3D character rigging. The efficiency of use of auto-rigging tool was examined.

A Study on Facial Blendshape Rig Cloning Method Based on Deformation Transfer Algorithm (메쉬 변형 전달 기법을 통한 블렌드쉐입 페이셜 리그 복제에 대한 연구)

  • Song, Jaewon;Im, Jaeho;Lee, Dongha
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.9
    • /
    • pp.1279-1284
    • /
    • 2021
  • This paper addresses the task of transferring facial blendshape models to an arbitrary target face. Blendshape is a common method for the facial rig; however, production of blendshape rig is a time-consuming process in the current facial animation pipeline. We propose automatic blendshape facial rigging based on our blendshape transfer method. Our method computes the difference between source and target facial model and then transfers the source blendshape to the target face based on a deformation transfer algorithm. Our automatic method provides efficient production of a controllable digital human face; the results can be applied to various applications such as games, VR chating, and AI agent services.

Study of Chatacter Facial Rigging with FACS and PSD (FACS와 PSD를 이용한 캐릭터 페이셜 리깅에 관한 연구)

  • He, Yang-yang;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.41-42
    • /
    • 2018
  • FACS와 PSD를 이용한 페이셜 모션캡쳐는 CG업계의 최신 기술로 알려져 있지만 이 기술은 오랜 개발 시간과 높은 유지 비용이 필요하여 작은 스튜디오와 개인 제작자에게는 운용이 쉽지 않다. 본 연구에서 이 기술들을 효과적으로 구현 할 수 있는 방법을 제시해 보고자 한다.

  • PDF

Study on Effective Facial Rigging Process for Facial Expression of 3D Animation Character (3D 애니메이션 캐릭터의 표정연출을 위한 효율적인 페이셜 리깅 공정 연구)

  • Yu, Jiseon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2014.11a
    • /
    • pp.169-170
    • /
    • 2014
  • 컴퓨터 그래픽의 발달로 3D 애니메이션은 시각적 리얼리티와 화려한 영상미로 애니메이션 특유의 비현실적인 상황과 허구적 캐릭터가 주는 재미를 관객에게 전한다. 특히 캐릭터의 얼굴 표정은 관객과의 감정 소통과 의사전달에 중요한 정보로서 디테일한 연기를 필요로 한다. 이에 3D 애니메이션 캐릭터의 경우 페이셜에 다양한 기능들이 요구되며, 일반적인 블렌드 쉐입과 클러스터 외에도 만화적 표현을 위한 다양한 기술들이 사용된다. 기존의 공정 과정에는 한 페이셜에 이러한 모든 기능들이 접목되어 복잡하며 까다로운 페이셜 리깅 공정이 이뤄진다. 본 연구에서는 기존의 공정들에서 한정되게 사용되었던 블렌드 쉐입을 이용하여 다양한 기능들을 타겟팅하는 레이어 방식을 통해 효율적인 페이셜 리깅 공정을 연구하고자 한다.

  • PDF

Facial animation production method based on depth images (깊이 이미지 이용한 페이셜 애니메이션 제작 방법)

  • Fu, Linwei;Jiang, Haitao;Ji, Yun;Qu, Lin;Yun, Taesoo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.49-50
    • /
    • 2018
  • 본 논문은 깊이 이미지 이용한 페이셜 애니메이션 제작 방법을 소개한다. iPhone X의 true depth카메라를 사용하여 사람 얼굴의 심도를 정확하게 파악하고, 균등하게 분산된 도트를 통해 얼굴의 모든 표정변화를 모바일 데이터로 기록하여, 페이셜 애니메이션을 제작하는 제작한다. 본문에서의 방식은, 기존 페이셜 애니메이션 제작 과정에서의 rigging 부분을 생략하여, 기록된 얼굴 표정 데이터를 3D 모델링에 바로 전달할 수 있다. 이런 방식을 통해 전체 페이셜 애니메이션 제작 과정을 단축시켜, 제작 방법을 더욱 간단하고 효율적이게 하였다.

  • PDF