ABSTRACT
Physically-based facial animation (FA) techniques are notoriously difficult to create, reuse, and art-direct. We address these shortcomings by proposing a rig-builder that automatically generates bony and soft-tissue substructures for any given head model. In an earlier work, [Aina 2009] presented a method for fitting a generic skull to any given head model as a first step toward automated rig-building. Here, we outline work done since, and give an overview of a method for creating muscles of facial expression (mimic muscles), and other soft-tissues in the gap between a given head model and a fitted generic skull.
- Aina, O. O. 2009. Generating anatomical substructures for physically-based facial animation. part 1: A methodology for skull fitting. Vis. Comput. 25, 5--7. Google ScholarDigital Library
- Larrabee, W. F., Makielski, K. H., and Sykes, J. 1997. Surgical anatomy for endoscopic facial surgery. In Endoscopic Facial Plastic Surgey, K. Gregory S, Ed. 3--33.Google Scholar
- Polthier, K., and Schmies, M. 2006. Straightest geodesics on polyhedral surfaces. In SIGGRAPH '06. Google ScholarDigital Library
Index Terms
- Automatic muscle generation for physically-based facial animation
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