Download Facial Animation – Introduction to Computer Aided Animation | CGS 3034 and more Study notes Computer Science in PDF only on Docsity! CGS 3034 – Lecture 17 Facial Animation Part 1 Introduction to Computer Aided Animation Instructor: Brent Rossen Overview – Facial Animation Part 1 Muffin Face Wire Deformer Blend Shapes Mouth Curve Lets start by producing a single phoneme, the E phoneme is a good starting place Create > EP curve around the mouth Snap the curve to the vertexes of the mouth by holding 'v' Duplicate the Muffin Face Targets So there's our control curve Rename it mouthCurve Select the mouthCurve and MuffinFace, group them into MuffinFaceTarget1 Duplicate the MuffinFaceTarget1 11 times Edit > Duplicate options Number of copies, 11 Translate Y, 5 Wire Deformer Now we'll apply this curve as a wire deformer to the muffin face Select Deform > Wire Tool options Select a dropoff of .2 Select MuffinFace1 first, hit enter Select the mouthCurve, hit enter The surface should turn purple Nnnn Adjust the face until it's in an “E” position Luckily, we all carry around our own example face to work from One thing you'll accept early in facial animation is that you'll probably look like a fool while doing it When you have a good shape, Edit > Delete by Type > History and then delete the curve IMPORTANT: Rename muffinFace1 to E_target Makin Faces Facial Positions We'll need Phonemes: E, Ah, O, V, and B We also need to change the eyebrows, and possibly the cheeks We'll make more of these faces next lecture, for now, let's stick with E and smile The other way to do faces is to set up all the individual facial muscle systems, this creates hyper realistic results, but is beyond the scope of our course Make It Smile Repeat the steps to bind the mouth to the face on MuffinFaceTarget2's face and mouth curve Now make the smile position you saw earlier Rename it Smile_target Side Note Since we don't have a skeleton on the muffin, deformation order won't be a problem, but if your character does have an underlying skeleton, you will need to be conscious of it Because we will have many blend shape nodes, this can be significantly more troublesome So we'll use a buffer node, apply all the blend shapes onto the buffer, then one final blend shape will funnel the deformation into the bound geometry Wrapping Up Since this is one the coolest tools, please give yourself plenty of time to play with it.