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Transferring the Rig and Animations from a Character to Different Face Models
The journal account of Orvalho's reusable facial rigging: a generic labelled rig (controls, skeleton, muscles) is transferred to arbitrary target faces by correspondence, so one authored rig and its animations drive many characters.
Abstract
The journal version of Orvalho's reusable facial rigging work. A generic, labelled facial rig, including controls, a skeleton and muscle structure, is transferred to arbitrary target face models by establishing correspondence between landmark features, so a single authored rig and its animations can drive many different characters' faces with adapted anatomy.
How to read this
- Category
- Method: a facial rig transfer technique
- Contributions
- Transfers a generic labelled facial rig (controls, skeleton, muscle structure) to arbitrary target face models
- Establishes correspondence between landmark features so one authored rig and its animations drive many faces with adapted anatomy
- Context
- The journal account of Orvalho's Reusable Facial Rigging (2007) and draws on Sumner and Popovic's Deformation Transfer for Triangle Meshes for moving rig structure onto new geometry.Builds on: Reusable Facial Rigging and Animation: Create Once, Use Many · Deformation Transfer for Triangle Meshes
- Correctness
- The approach assumes reliable landmark correspondence and broadly humanoid target faces; it is demonstrated as a create-once-use-many pipeline, so transfer quality on faces far from the source anatomy or with sparse landmarks is the limitation to watch.
- Clarity
- Accessible as a journal write-up; a first pass conveys the correspondence-and-transfer idea, a second pass for the landmarking and adaptation details.
- How to read it
- Focus on how the generic rig is labelled and how landmark correspondence drives transfer; read Deformation Transfer alongside it, and do a second pass only if you are building a cross-character rig pipeline.
Builds on
Built upon by
- Easy Rigging of Face by Automatic Registration and Transfer of Skinning Parameters 2010
- Sketch Express: Facial Expressions Made Easy 2011
- A Facial Rigging Survey 2012
- Easy Generation of Facial Animation Using Motion Graphs 2017
- Creating Infinite Characters From a Single Template: How Automation May Give Super Powers to 3D Artists 2024
Related work
- Reusable Facial Rigging and Animation: Create Once, Use Many 2007 / PhD Thesis
- Transferring Facial Expressions to Different Face Models 2006 / SIACG
- Smooth Contact-Aware Facial Blendshapes Transfer 2013 / DigiPro
- Facial Retargeting with Automatic Range of Motion Alignment 2017 / SIGGRAPH
Keywords
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