Inspired 3D: Lip-Sync and Facial Animation — Part 1



The most dramatic emotional shifts can be given higher intensity by shifting the asymmetry in reverse. For example, pretend the character is smiling out of the right side of his mouth and his right eyebrow is down. (See Figure 7.) Now he becomes angry and shifts to a frown on the left side of his mouth and raises the right eyebrow higher than the left. This reversal gives the characters internal emotional shift an extra kick, helping it to read more clearly.
Facial Connectors
The trick is to think of animating the entire face as a whole, not just animating parts of the face. Because of the complex musculature of a face, it is nearly impossible to move the jaw without the muscles and skin all around it being affected, even all the way up to the eyes (see Figure 8). If you feel like a good lip-sync animator and a good eye- emotion animator, but youre looking to put your work over the top, then youre looking for connection. The primary connectors in a face are the cheeks, the nose and the ears (see Figure 9).
From a technical standpoint, you should try to build as much forethought into your facial morph targets as possible. Try to get the facial connector areas incorporated into your target building so that youre maintaining connectivity for your face. Technically, from a morph target point of view, youre going to want to make sure that you build push and pull into the nose, cheeks, and ears of a character. These face parts are highly driven by the underlying muscles used to make facial expressions. Here are a few tips to keep in mind when building your facial shapes: Probably the single most useful technique to getting the face to seem connected and whole is to key-frame the entire face at once. The exception is the mechanical operation of lip- sync; that is usually treated as a separate issue and will be discussed at length shortly. But for emotional and expressive posing, you can often work on top of the underlying lip- sync. A person can say Oh, yeah, Im doing fine and really mean it, or he can be snipping back sarcastically. In both instances, the lip- sync execution doesnt differ much, but the entire face posing and expression is vastly different.
Its in this realm of emotional expression that I am suggesting that you pose and animate the entire face as one unit. Treat faces like body poses. Faces have distinct and clear poses just as much as the body does. Ignoring this rule may result in a face that is haphazard in regard to timing and impact. You can certainly offset the key-frames in your finessing stage, but from early on you should use broad strokes in blocking in your characters basic shifts in facial expression.
A telltale sign of inexperienced 3D facial animation is shown when the characters mouth and eyebrows are moving, but the vast dead sea of face in between never moves. The face lacks a holistic connection within itself. Often, this disconnect between the eyes and the mouth will result in a confused message.























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