ABSTRACT
DreamWorks Animation's Premo animation system enables a direct manipulation of controls in real time on the geometry of the character. To support this workflow a new approach for our facial system needed to be developed as a typical shape driven system with macro controls could not take advantage of the new software.
This paper introduces a free-form facial control shaping system, a new in-house motion system approach coupled with a curve based pose interpolation system in a layered deformation rigging system. The resulting rigs are capable of producing a larger amount of facial shapes while offering more control to the animator. A freely designed set of Featurelines defining either main control areas or layers of minor controls is driven by the posing system. A highly layered Deformation System using a new curve based deformer type at its base is then used to transfer the motion into the Face. Several additional layers allow for a very art directable rigging system and provide a necessary level of abstraction for the artist. This system in its various stages has been used on productions using Premo at DreamWorks.
Supplemental Material
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Supplemental files.
- Gong, M., Nilsson, F., Powell, A., Reisig, J., Wells, A., Bryson, S., Papp, E., and DiLorenzo, P. 2014. Premo: A natural-interaction animation platform. In ACM SIGGRAPH 2014 Talks, ACM, New York, NY, USA, SIGGRAPH '14, 3:1--3:1. Google ScholarDigital Library
- Modesto, L., and Walsh, D. 2014. Dreamworks animation's face system, a historical perspective: From antz and shrek to mr peabody & sherman. In ACM SIGGRAPH 2014 Talks, ACM, New York, NY, USA, SIGGRAPH '14, 37:1--37:1. Google ScholarDigital Library
- {Modesto and Walsh 2014} {Gong et al. 2014}Google Scholar
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