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A Study of Facial Expression of Digital Character with Muscle Simulation System

  • He, Yangyang (Dept of Media contents, Graduate School, Dongseo University) ;
  • Choi, Chul-young (Dept of Media contents, Graduate School, Dongseo University)
  • Received : 2019.05.12
  • Accepted : 2019.05.25
  • Published : 2019.06.30

Abstract

Facial rigging technology has been developing more and more since the 21st century. Facial rigging of various methods is still attempted and a technique of capturing the geometry in real time recently also appears. Currently Modern CG is produced image which is hard to distinguish from actual photograph. However, this kind of technology still requires a lot of equipment and cost. The purpose of this study is to perform facial rigging using muscle simulation instead of using such equipment. Original muscle simulations were made primarily for use in the body of a creature. In this study, however, we use muscle simulations for facial rigging to create a more realistic creature-like effect. To do this, we used Ziva Dynamics' Ziva VFX muscle simulation software. We also develop a method to overcome the disadvantages of muscle simulation. Muscle simulation can not be applied in real time and it takes time to simulate. It also takes a long time to work because the complex muscles must be connected. Our study have solved this problem using blendshape and we want to show you how to apply our method to face rig.

Keywords

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Figure 1. Facial motion capture using Medusa[3]

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Figure 2. Geometry for muscle simulation, Bone, Muscle, Facia & Skin and attachment

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Figure 3. Muscle movement test

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Figure 4. Positioning and attachment of Cubes to Muscle

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Figure 5. How blend shape works

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Figure 6. Result of Facial Muscle simulation and Blend-shape Layer

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Figure 7. Comparison of movement of geometry vertex between cluster/blend-shape method and our muscle simulation method

Table 1. Comparision list [12-15]

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References

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