Exporting vector muscles for facial animation

T.D. Bui, Andreas Butz (Editor), Antonio Kruger (Editor), Dirk K.J. Heylen, Patrick Olivier (Editor), Antinus Nijholt, Mannes Poel

Research output: Contribution to journalArticleAcademicpeer-review

3 Citations (Scopus)
16 Downloads (Pure)

Abstract

In this paper we introduce a method of exporting vector muscles from one 3D face to another for facial animation. Starting from a 3D face with an extended version of Waters’ linear muscle system, we transfer the linear muscles to a target 3D face.We also transfer the region division, which is used to increase the performance of the muscle as well as to control the animation. The human involvement is just as simple as selecting the faces which shows the most natural facial expressions in the animator’s view. The method allows the transfer of the animation to a new 3D model within a short time. The transferred muscles can then be used to create new animations.
Original languageUndefined
Pages (from-to)251-260
Number of pages10
JournalLecture notes in artificial intelligence
Volume2733
DOIs
Publication statusPublished - 1 Jul 2003

Keywords

  • IR-60387
  • HMI-VRG: Virtual Reality and Graphics
  • EWI-9973
  • METIS-217653

Cite this

Bui, T.D. ; Butz, Andreas (Editor) ; Kruger, Antonio (Editor) ; Heylen, Dirk K.J. ; Olivier, Patrick (Editor) ; Nijholt, Antinus ; Poel, Mannes. / Exporting vector muscles for facial animation. In: Lecture notes in artificial intelligence. 2003 ; Vol. 2733. pp. 251-260.
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Exporting vector muscles for facial animation. / Bui, T.D.; Butz, Andreas (Editor); Kruger, Antonio (Editor); Heylen, Dirk K.J.; Olivier, Patrick (Editor); Nijholt, Antinus; Poel, Mannes.

In: Lecture notes in artificial intelligence, Vol. 2733, 01.07.2003, p. 251-260.

Research output: Contribution to journalArticleAcademicpeer-review

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T1 - Exporting vector muscles for facial animation

AU - Bui, T.D.

AU - Heylen, Dirk K.J.

AU - Nijholt, Antinus

AU - Poel, Mannes

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A2 - Kruger, Antonio

A2 - Olivier, Patrick

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AB - In this paper we introduce a method of exporting vector muscles from one 3D face to another for facial animation. Starting from a 3D face with an extended version of Waters’ linear muscle system, we transfer the linear muscles to a target 3D face.We also transfer the region division, which is used to increase the performance of the muscle as well as to control the animation. The human involvement is just as simple as selecting the faces which shows the most natural facial expressions in the animator’s view. The method allows the transfer of the animation to a new 3D model within a short time. The transferred muscles can then be used to create new animations.

KW - IR-60387

KW - HMI-VRG: Virtual Reality and Graphics

KW - EWI-9973

KW - METIS-217653

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