← ArchivePaper2011
Artist Friendly Facial Animation Retargeting
Yeongho Seol, Jaewoo Seo, Paul Hyunjin Kim, J P Lewis, Junyong Noh
Retargeting method for facial animation that maps captured motion to diverse character rigs while preserving artistic intent.
Abstract
Presents a facial animation retargeting system designed for animator efficiency that generates blendshape weights matching manual keyframing style. Proposes sequential retargeting that avoids large canceling weights by processing blendshapes in anatomical order, coupled with automatic graph simplification that reduces dense curves to editable keyframes while preserving visual characteristics and timing details.
How to read this
- Category
- Method: facial-animation retargeting for artist workflows
- Contributions
- A facial retargeting system that generates blendshape weights matching a manual keyframing style for animator efficiency
- Sequential retargeting that processes blendshapes in anatomical order to avoid large canceling weights
- Automatic graph simplification that reduces dense curves to editable keyframes while preserving visual character and timing
- Context
- Sits in the facial motion-capture retargeting lineage, with the distinguishing goal of producing animator-editable, keyframe-like blendshape output rather than dense per-frame curves.
- Correctness
- The key assumption is that anatomically ordered, sequential solving yields cleaner non-canceling weights; the emphasis is artist efficiency and editability, so a reader should treat 'artist-friendly' as the primary design criterion and watch how much fidelity the curve simplification trades away.
- Clarity
- Accessible; a first pass conveys the sequential-order and curve-simplification ideas, with a second pass for how the anatomical ordering and simplification are computed.
- How to read it
- Read for the two core ideas (anatomical sequential retargeting and curve-to-keyframe simplification); a second pass helps if you care about the simplification criterion and fidelity trade-off.
Builds on
Nothing in the archive, this is a starting point.
Built upon by
- Spacetime Expression Cloning for Blendshapes 2012
- Creating BioShock Infinite's Elizabeth 2014
- Face Animation Retargeting in Destiny 2014
- Facial Retargeting Using Neural Networks 2014
- Creating an Actor-Specific Facial Rig from Performance Capture 2016
- Facial Retargeting with Automatic Range of Motion Alignment 2017
- Animation Summit: The Facial Animation Pipeline of 'Marvel's Guardians of The Galaxy' 2022
- A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters 2024
Related work
- Spacetime Expression Cloning for Blendshapes 2012 / TOG
- An Implicit Physical Face Model Driven by Expression and Style 2023 / SIGGRAPH Asia
- FaceWarehouse: A 3D Facial Expression Database for Visual Computing 2014 / TVCG
- Groom Styles Interpolation with Features Preservation for Digital Creatures Effects 2022 / DigiPro
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →