:wallbash: how to make the face animations like the skeleton animations work in the game?
about face animations
Started by rubbish101, Nov 14 2006 04:22 AM
6 replies to this topic
#1
Posted 14 November 2006 - 04:22 AM
#2
Posted 16 November 2006 - 02:48 PM
Facial animation is not normally done with skeletons, but with morphing. Set up a number of predefined facial expressions (or partial ones, to combine together), then morph them depending on input such as mood, scripted events and speech analyzis.
#3
Posted 19 November 2006 - 11:12 AM
Facial animations can be done reasonably well via skinning with several (weighted) bone assignments for each vertex. The bones are actually more like "muscles", and their animation will contain frequent translations as well as rotations (as opposed to body bones, which are firmly attached at the joints). Classic skinning will need many bones to simulate bulging of skin under the face's muscles, or to create wrinkles, but the basic idea is there.
#4
Posted 24 November 2006 - 10:12 AM
thx i found some articles about facnial animation,used c# haha
#5
Posted 28 November 2006 - 09:34 AM
and now
how to blend facial animation & skeleton animation using c#?>:wacko:
how to blend facial animation & skeleton animation using c#?>:wacko:
#6
Posted 10 December 2006 - 06:38 AM
I would recommend pose-space-deformation
http://www.idiom.com...PSDwebnotes.pdf
http://www.idiom.com...ork/PSD/PSD.pdf
http://www.idiom.com/~zilla/Work/PSD/
http://www.idiom.com...PSDwebnotes.pdf
http://www.idiom.com...ork/PSD/PSD.pdf
http://www.idiom.com/~zilla/Work/PSD/
#7
Posted 12 December 2006 - 06:56 AM
NOW I know the facial animation using vertex animation
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users











