Evangelos Stergiou_Parameterization of head and facial movement in a 3D animated character
1. ii
ABSTRACT
The current paper presents a procedure of a code implementation that
processes the movements of the head and the neck in order to transfer these
movements in a 3D animated character. Variables for the head angles can be set
for specific time moments in an input file, in reference with the normal position
of the head. The implemented code can also be useful in a video tracking facial
animation, where the angle rates are extracted and then inserted properly at the
input file. Any generic 3D rendering platform, such as the 3ds Max, can be used
for this operation. This paper also includes the necessary theoretic analysis to
acquaint anyone to animation techniques and especially to animations referred
to the head. Furthermore, head and eyes parameters as much as lip-sync and
emotional impression of the head are analyzed. The synthesis of the head
movements combined with lip-sync, emotional expressions and eye gaze control,
is the main method to create animated human heads. Thus, cinema studios are
focused on this section in order to create animated characters, to replace human
actors when necessary. Television productions also focus on 3D animation sector
in order to make digital newscasters.