• 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