DocumentCode
3541833
Title
Game asset considerations for facial animation
Author
Boqian Liu ; Davis, Timothy A.
Author_Institution
Digital Production Arts, Clemson Univ., Clemson, SC, USA
fYear
2013
fDate
July 30 2013-Aug. 1 2013
Firstpage
159
Lastpage
163
Abstract
Though slowly improving, the majority of modern real-time productions-chiefly consisting of video games-tend to be lacking detail and flexibility in facial animation. A new facial rig is devised by investigating both the game asset development pipeline as well as current facial setup and animation schemes. The resultant rig hybridizes several of these solutions and not only attempts to address the issue of detail in facial animation but also usability and efficiency.
Keywords
computer animation; computer games; animation schemes; facial animation; facial rig; facial setup; game asset considerations; game asset development pipeline; real-time productions; video games; Joints; Smoothing methods; facial rigging; game animation; production pipeline;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES), 2013 18th International Conference on
Conference_Location
Louisville, KY
Print_ISBN
978-1-4799-0818-9
Type
conf
DOI
10.1109/CGames.2013.6632625
Filename
6632625
Link To Document