Fast and reusable facial rigging and animation
Open accessAbstract
Reproducing the subtleties of a face through animation requires developing a sophisticated character rig. But, creating by hand the inner structure and controls of each character is a very labor-intensive and time-consuming task. We developed an application that is 90--99% faster than traditional manual rigging. The application automatically transfers the rig and animations from the source to a target model. Unlike prior work related to morphing and re-targeting [1] that focus on transferring animations, we transfer the complete facial setup in addition to animations. Our method is general, so artists can define their own rig and then quickly apply it to different models, even with disparate proportions and appearance (human, cartoon or fantastic). This gives artists complete freedom to manipulate the characters: they can create new animations and not be limited by pre-generated ones.
Integrity signals
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Cites
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Claims the paper makes
0 of 1 cited sources checked · 0 supported · 0 flagged
- Findingnone given
The skinning binds the transferred attributes to the target model using the adjusted weights of the source, avoiding the need for manual weighting.
“It binds the transferred attributes to the target model using the adjusted weights of the source, avoiding the need for manual weighting.”
Quote in the paperSubstantial claim - Findingreasoning
The method accurately places the source rig attributes into the target model, even if they have different geometric proportions.
“Next, using as reference the previously deformed source surface, we name guide model, the method accurately places the source rig attributes into the target model, even if they have different geometric proportions.”
Quote in the paperSubstantial claim - Findingreasoning
The developed application is 90-99% faster than traditional manual rigging.
“We developed an application that is 90-99% faster than traditional manual rigging.”
Quote in the paperSubstantial claim - Findingown data
Artists can complete in one hour tasks that before took them one or two weeks of work.
“The tests showed that artists can complete in one hour, tasks that before took them one or two weeks of work”
Quote in the paperSubstantial claim - Findingnone given
An application in Maya was created that can handle simple and complex rigs based on a new approach.
“We created an application in Maya that can handle simple and complex rigs based on a new approach.”
Quote in the paperSubstantial claim- Rests on an assumption: Creating and placing by hand each component of the rig quickly becomes impractical when complexity grows.
- Findingreasoning
The end result are models ready to be animated with production quality rigs.
“The end result are models ready to be animated with production quality rigs.”
Quote in the paperNot a substantial claim - Findingown data
The approach provides homogeneity in style, which manually is hard to guarantee.
“and provides homogeneity in style, which manually is hard to guarantee”
Quote in the paperSubstantial claim - Findingreasoning
The deformation process achieves excellent results in positioning the source rig attributes in the correct regions of the target face.
“The deformation process achieves excellent results in positioning the source rig attributes in the correct regions of the target face.”
Quote in the paperNot a substantial claim - Findingnone given
The application automatically transfers the rig and animations from the source to a target model.
“The application automatically transfers the rig and animations from the source to a target model.”
Quote in the paperNot a substantial claim- Rests on an assumption: Creating and placing by hand each component of the rig quickly becomes impractical when complexity grows.
- Findingown data
The approach is more precise than the artist when adapting the rig to the target geometry.
“They showed that our approach is more precise than the artist when adapting the rig to the target geometry”
Quote in the paperSubstantial claim - Interpretationown data
The main contribution of this application is time saving.
“The main contribution of this application is time saving.”
Quote in the paperSubstantial claim - Interpretationcitation
Unlike prior work on morphing and re-targeting that focuses on transferring animations, this method transfers the complete facial setup in addition to animations.
“Unlike prior work related to morphing and re-targeting [1] that focus on transferring animations, we transfer the complete facial setup in addition to animations.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [1] source
- May combine two claims. 5
- Classified as probably not a substantial claim. 7
May combine two claims.
Findingnone givenIf the source rig quality is low, the transference is still successful but results on the target will be of comparable quality.
“If the source rig quality is low, the transference is still successful but results on the target will be of comparable quality.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Findingnone givenThe source and target models can have different descriptors: one can be a polygonal mesh and the other a NURBS surface.
“The source and target models can have different descriptors: one can be defined as a polygonal mesh and the other as a NURBS surface.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenThe method allows re-adjusting the source rig and rapidly propagating the modifications to all the characters.
“We allow re-adjusting the source rig and rapidly propagate the modifications to all the characters.”
Quote in the paperSubstantial claim- Rests on an assumption: Minor artistic modifications to geometry or topology force restarting most of the rigging process from scratch, making it impossible to re-use the same rig across different face models.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenSeveral videogame and film companies (Electronic Arts, Radical Entertainment (Canada) and Dygrafilms (Spain)) integrated the application into their pipelines and used it for testing.
“Several videogame and film companies integrated our application into their pipelines and used it for testing: Electronic Arts, Radical Entertainment (Canada) and Dygrafilms (Spain).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataChanging weights, modifying an animation control position, or transferring animations between characters can be achieved instantly.
“something like changing the weights, modifying an animation control position or transferring animations between characters can be achieved”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Findingnone givenAnother key feature is the flexibility it allows when defining the facial rig.
“Another key feature is the flexibility it allows when defining the facial rig.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Findingnone givenThe faces do not need to have a point-to-point correspondence.
“Also, the faces do not need to have a point-to-point correspondence.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
InterpretationreasoningIt is now possible to animate characters that before were devoid of expression, because of the time it takes to manually create a rig.
“It is now possible to animate characters that before were devoid of expression, because of the time it takes to manually create a rig.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductnone givenThe tests compared the target rigs automatically created by the application to the ones manually created by the artists.
“Our tests compared the target rigs automatically created by the application to the ones manually created by the artists.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationnone givenThe method is general, allowing artists to define their own rig and quickly apply it to different models, even with disparate proportions and appearance (human, cartoon or fantastic).
“Our method is general, so artists can define their own rig and then quickly apply it to different models, even with disparate proportions and appearance (human, cartoon or fantastic).”
Quote in the paperNot a substantial claim- Rests on an assumption: Minor artistic modifications to geometry or topology force restarting most of the rigging process from scratch, making it impossible to re-use the same rig across different face models.
Classified as probably not a substantial claim. May combine two claims.
Interpretationnone givenThe modular structure makes it simple to integrate into existing animation pipelines and speed up the overall production.
“The modular structure makes it simple to integrate into existing animation pipelines and speed up the overall production.”
Quote in the paperSubstantial claim
The paper relies on this without support.
Minor artistic modifications to geometry or topology force restarting most of the rigging process from scratch, making it impossible to re-use the same rig across different face models.
“Today, any minor artistic modification that causes the model to change in geometry (a smaller nose, a larger eyebrow) or topology (more resolution around the eyes) leads to the re-starting of most of the rigging process from scratch, making it impossible to re-use the same rig in different face models.”
The paper relies on this without support.
Creating and placing by hand each component of the rig quickly becomes impractical when complexity grows.
“Creating and placing by hand each component of the rig (bones, muscles,...) quickly becomes impractical when complexity grows.”
Cites
Noh, J., & Neumann, U. (2006) · ACM SIGGRAPH Conference (SIGGRAPH) · doi:10.1145/1185657.1185862 · Cited by 292 · see citing works
Noh, J.-Y., & Neumann, U. (2001) · Proceedings of the 28th annual conference on Computer graphics and interactive techniques · doi:10.1145/383259.383290 · Cited by 224 · see citing works
Flagged first, then by citations
Cited by
Sorted by citations
UIBVFED: Virtual facial expression dataset
Mascaró-Oliver, M., & Amengual, E. (2020) · PLoS ONE · doi:10.1371/journal.pone.0231266 · Cited by 28 · see citing works
Frankenrigs: Building Character Rigs from Multiple Sources
Miller, C., Arıkan, O., & Fussell, D. S. (2011) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2011.39 · Cited by 16 · see citing works
FACe! 3D Facial Animation System based on FACS
Villagrasa, S., & Sánchez, A. S. (2009) · RECERCAT (Consorci de Serveis Universitaris de Catalunya) · Cited by 13 · see citing works
Aina, O. O. (2009) · The Visual Computer · doi:10.1007/s00371-009-0320-x · Cited by 4 · see citing works
Creative tools for producing realistic 3D facial expressions and animation
Tsekleves, E., Constantinides, R., & Cosmas, J. (2016) · International Journal of Creative Computing · doi:10.1504/ijcrc.2016.076052
- Authors
- Orvalho, V. C., & Susin, A.
- Affiliations
- Universitat Politècnica de Catalunya (ES)
- Universitat Politècnica de Catalunya
- Venue
- ACM SIGGRAPH 2007 sketches
- Publisher
- ACM
- Published
- 2007-08-05
- Pages
- 63
- OpenAlex
- W2056008918
- Cited by
- 5
- References
- 2
- Citations by year
- 2020: 1 · 2016: 1
- FWCI
- 1.14
- Type
- conference paper
- Language
- en
- Open access
- green
- hdl.handle.net
- Locations
- ACM SIGGRAPH Conference (SIGGRAPH) (publishedVersion)
- UPCommons institutional repository (Universitat Politècnica de Catalunya) (submittedVersion, other-oa)
- RECERCAT (Consorci de Serveis Universitaris de Catalunya) (submittedVersion, public-domain)
- Topics
- Physical Sciences › Engineering › Control and Systems Engineering › Human Motion and Animation
- Physical Sciences › Engineering › Computational Mechanics › 3D Shape Modeling and Analysis
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computer Graphics and Visualization Techniques
- Keywords
- facial rigging, facial animation, character animation, face morphing
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