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Artist Friendly Facial Animation Retargeting
Yeongho Seol J.P. Lewisx Junyong Noh
Jaewoo Seoy Weta Digital KAIST
Paul Hyunjin Kimz KAIST
Abstract
This paper presents a novel facial animation retargeting system
that is carefully designed to support the animator’s workflow. Ob-
servation and analysis of the animators’ often preferred process
of key-frame animation with blendshape models informed our re-
search. Our retargeting system generates a similar set of blend-
shape weights to those that would have been produced by an anima-
tor. This is achieved by rearranging the group of blendshapes into
several sequential retargeting groups and solving using a matching
pursuit-like scheme inspired by a traditional key-framing approach.
Meanwhile, animators typically spend a tremendous amount of
time simplifying the dense weight graphs created by the retarget-
ing. Our graph simplification technique effectively produces ed-
itable weight graphs while preserving the visual characteristics of
the original retargeting. Finally, we automatically create GUI con-
trollers to help artists perform key-framing and editing very effi-
ciently. The set of proposed techniques greatly reduce the time and
effort required by animators to achieve high quality retargeted facial
animations.
CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional
Graphics and Realism—Animation;
Keywords: Animation, Face, Retargeting, Animator, Editing
1 Introduction
Creating facial animation that is both realistic and emotionally com-
pelling continues to be a challenge. Increasingly, the generation of
realistic facial animations starts with retargeting results from mo-
tion capture. This approach has been used for recent high-quality
character animations such as the ones in the films King Kong, The
Curious Case of Benjamin Button, and Avatar. However, these are
extremely labor intensive efforts. Although motion capture and
retargeting are sometimes naively assumed to be automated pro-
cesses, as a ballpark figure current movie projects can require up
to a day of manual editing for each second of finished retargeted
animation.
Most current approaches do not produce facial animation retarget-
ing results that are directly usable for high quality applications.
Even in a relatively simple case of identical source and target
faces, the animator’s participation is inevitably needed to achieve
a high quality animation as evidenced by The Digital Emily Project
[Alexander et al. 2009]. Havaldar [2006] described the reasons why
manual editing is always necessary:
(a) The combination of artistically designed blendshapes cannot
perfectly match the actor’s motion.
(b) The proportions of CG face model and an actor’s face can be
significantly different.
(c) Motion capture marker placements differ from day to day.
(d) The desired performance is not what the actor performed. Ei-
ther the required expression is not present in the motion capture
data or it needs to be exaggerated.
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