Facial Expessions In 3 D Animation Characters

892 words - 4 pages

1 Introduction

The facial expressions are one of the most important parts inside the animation of a character in 3D, we are certain that every work done in order to get the character’s animation is important, all the parts together make a good character animation, however, the facial expressions reflects the emotions of a person. By just looking at his face, or even just the eyes, you may know how he’s feeling. The body movements may help emphasizing the action, but it could be not necessary for understanding it.
It hasn’t been an easy task, due to the complexity that the characters got when they are interacting with others. Nowadays, characters made by computer are very often, they aren’t just in the animated movies; they also appear other sections as videogames, so making every part as detailed as possible is crucial, due to the viewers may notice the slightly change in the character’s face.
The facial expression has always been studied by the animators, so they could improve it later on, and the two areas that always take part are the physiology and phycology. But depending on what kind of animation we are making, the expressions will be different, some will be more realistic and others more exaggerated. In this dissertation will go through the different kinds of animation and how they use the facial expression. We will go through the cartoonish and the realistic character animation, as well as the common techniques used in order to achieve the expected result.

2 Facial animation techniques
First of all, for getting a good facial expression, we have to model the character’s face, and there are two ways of doing it, the ones which are based on geometric manipulations and the based on image manipulations. Every style has its subcategories, for instance, in geometric manipulation we can find key-framing, muscle based modeling, parameterization or interpolation, and others. And for image manipulations we find the morphing, texture manipulation, image blending and else. In this section we will see some of the techniques.

2.1 Interpolations
The interpolation is one of the common techniques inside the 3D facial modelling, although, it is usually made for achieving a simple expression. The technique is about using two key-frames, one the first frame and the other on the last one, or on the next ones. This way we will get a sensation of continuity and it will seem as the character is making an emotion. It is also known as linear interpolation, and the most intuitive technique when someone starts animating.
For instance:
We model a closed mouth, with a sad shape, we...

Find Another Essay On Facial Expessions in 3D Animation Characters


855 words - 4 pages Previous chapter discussed on the finding and result that obtained after going through the process of researched, and test setting on 3D character modeling in final year project 'Read' for hybrid application in facial interface. Meanwhile, in this final chapter once again, all the goal of this thesis shall be expressed and sum up in final word. From the beginning of the study, it has been mentioned earlier in Chapter 1 that, this study


745 words - 3 pages . On the whole that, it is believable that by having this process, the first purpose of this study is achieved. The application of 2D facial interface into 3D character modeling may help to boost the time for animation production. 4.1.2 Overcome tight budgeting Secondly, is about budgeting. The main core reason to hybrid this 3D character modeling is to make sure the presence 3D character modeling to come in a very low polygon which is highly

Hybrid in animation

1020 words - 5 pages Roberts, 2005). In a famous series of theatrical animated cartoon films created by William Hanna and Joseph Barbera in year 1970 till 2005, Tom and Jerry , the strength for this series is only hold to the facial expressions by the characters, movements and addition of music instead of having dialogue throughout the story. Thus, it is proven here that facial expression in a character does play important role either in 3D or 2D for animation, to

3D Animation production workflow

985 words - 4 pages your idea to the audiences. Once we identify the style of the animation, we should have the idea how the characters and backgrounds should look like. The style can be cartoon, realistic, etc… • We need to identify how many characters in the animation. This is determining the number of the characters in the animation and their role in the animation. The number can be one, two, and more, and even none. • We need to identify the sound of the

The History and Future of Animation

2115 words - 8 pages animated figures. The Polar Express in 2004 was the first movie to be made entirely with motion capture (mo-cap) animation. Real actors play their parts while wearing special sensors on their clothes and faces. The sensors are scanned by digital infrared cameras that capture every movement and facial expression. The cameras send all recorded data into a computer that in turn re-creates live-action with new animated characters set in a different


773 words - 4 pages by hand, knowing the basics of drawing is helpful with animation. Most of the time, you rely on your drawing skills to create the characters, shading, lighting, and to edit the details in. Graphing tablets are used to draw more accurately than a mouse is capable of. It helps with drawing animations easier, many animators use them with 2D and 3D cartoons. Most people I’ve met who are good at drawing say that the best way to learn is to practice. I

Physics in 3D Worlds - Relating Video Games to Schoolwork

633 words - 3 pages Physics in 3D Worlds - Relating Video Games to Schoolwork Have you ever wondered what goes into the visual creation of those 3D worlds (and video games)? If you ever look closely at the 3D characters (and objects), you should be able to tell that there are some identifiable 3D shapes (especially with the older 3D worlds). If you ever get the chance to see wireframes, you'd be surprised to see the whole 3D world without it's shading and

Construction of Australian morality through animation

1627 words - 7 pages various characters and the moral obstacles they face, in order to take up the intended message and thus are exposed to their own moral decision making.Morality within animation is created not only by the intended plots, but the humanizing of identifiable character in the viewers world to facilitate empathy.Spielberg creates a totalitarian society in Antz, where the viewer can clearly relate between the worker and the ruler. Antz is seen in an

Recognizing Animation

736 words - 3 pages GCC’s animation department consists of about nine classes each term, which are taught by experienced animators. Technology keeps advancing, and 3D is being widely used in the film industry. Yina Chang is one of the talented professors in the animation department. She teaches Art 233 (Character set-up) and Art 235 (character animation). In her class, before they animate on the computer, they sketch it out on a story board to get their ideas

3D Animation production workflow

1355 words - 6 pages 3D Animation is a computer generated illustration that gives objects space. In 3D, the images and the graphics use three dimensions that give characters a depth, which makes them appear to be real and living. The graphic designers usually using computer software to give their pictures and images a life. There are four phrases of creating a 3D Animation production which are planning phrase, which including development, pre-production, shot

The History of Animation

578 words - 2 pages Animation is simply the illusion of movement, generated by a succession of quick-moving images. It can be in the format of both 2D and 3D and takes on a range of mediums. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. During the 20th century, cel (or hand-drawn) animation was primarily utilised. Each frame of the film was individually drawn, with slight differences to imitate

Similar Essays

Application Of Facial Hybrid Interface Into 3 D Chaarcter Modeling In Short Animation 'read'

1046 words - 5 pages Chapter one briefly introduces the idea of the research which explain on the importance of application facial hybrid interface into 3D character modeling for short animation project titled “Read". Under this chapter two, all literatures relating to this topic is being explored and recorded through the relevant books and articles. 2.1 3D Modeling Baran and Popovic stated in their article' Automatic Rigging and Animation of 3D Characters, that it

Application Of Facial Hybrid Interface Into 3 D Chaarcter Modeling In Short Animation 'read' 1217 Words

1217 words - 5 pages comparison either this application may work faster in term of time production and help overcome the tight budgeting for small house of production in their financial problems. Scope of study The overall study in this thesis is only touch on the application of facial hybrid interface into 3D character modeling and not covering for overall hybrid application to be applied in animation. It touch on 2D hand drawings that being applied into the character

Application Of Facial Hybrid Interface Into 3 D Chaarcter Modeling In Short Animation 'read' 1525 Words

1525 words - 7 pages disbelief. According to Steve Roberts in his book titled Character Animation in 3D (2005, p.185-189), under chapter 10 Animating of acting-facial expression, he stated that there are eight basic emotions which are happiness, sadness, surprise, fear, anger, disgust, interest and pain. And according to him also, the eyes plays most important role. Because eyes are the window of the soul. It the eyes help making the character seem more alive and if

Application Of Facial Hybrid Interface Into 3 D Chaarcter Modeling In Short Animation 'read' 832 Words

832 words - 4 pages larger population, and direct comparisons can be made between two corpora, so long as valid sampling and significance techniques have been used (www.sal.tohoku). However, for this study that incorporate to establish a character in 3D animation with hybrid facial interface, it is more relevant to apply the qualitative methods. 3.2 Data Collection 3.2.1 Primary source Primary source is referring to original events or documentations. They are keeping