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.
|Number of pages||10|
|Journal||Lecture notes in artificial intelligence|
|Publication status||Published - 1 Jul 2003|
|Event||Third International Symposium on Smart Graphics, SG 2003 - Heidelberg, Germany|
Duration: 2 Jul 2003 → 4 Jul 2003
- HMI-VRG: Virtual Reality and Graphics