Automatic Placement/Arrangement of Underneath Bone Structures for 3D Facial Expressions and Animations

Alice J. Lin, Fuhua Cheng · Journal of Computers · 2015

This paper presents a new method for automatically setting the bones in a facial/head model to speed up the rigging process of a human face.To accomplish this, vertices of the face/head are grouped.The average distance between pairs of vertices is used to place the head bones.To set the bones for a face with multi-density, the mean value of the vertices in a group is measured.The method works on any particular person's face/head model quickly and effectively, and provides a powerful means for generating facial expressions and animations.The time saved with the method is significant.Although we focus on human faces in this work, the concepts presented here are flexible enough to be used on non-human characters as well.

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