Graphics Reference
In-Depth Information
skin color,
aspect ratio
Head
Face
scaling
Neck
shape*
Cheek
position,
separation
Eyes
Cheek bone
Cheek hollow
Forehead
shape*
shape*
scale, shape*
Eyeball
Eyebrow
Jaw
Nose
size,
looking at
color, arch*
separation
Lips
rotation
width, color,
expression*
length
Nostril
width
Lower lip
Teeth
Iris
Eyelid
Bridge
size, color
size, opening*
width
Corner
Chin
Pupil
Eyelash
position
shape*
size
color
Upper lip
position
Reflection spot
size, color
FIGURE 10.11
Parke model. *Indicates interpolated parameters [ 25 ] .
FIGURE 10.12
Blend shapes of a character. (Character design by Chris Oatley; rig design by Cara Christeson; character modeling
and posing by Daniel Guinn.)
to one. Each vertex position is then computed as a linear combination of its corresponding position in
each of the poses whose weight is non-zero. This can be used to produce facial poses not directly repre-
sented by the keys. However, this is still fairly restrictive because the various parts of the facial model
are not individually controllable by the animator. The animation is still restricted to those poses repre-
sented as a linear combination of the keys. If the animator allows for a wide variety of facial motions,
the key poses quickly increase to an unmanageable number.
 
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