数字艺术家面部UI设计方法的演示

Pedro Bastos, X. Alvarez, V. Orvalho
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引用次数: 1

摘要

在角色动画行业中,动画师使用面部UI来动画角色的面部。面部UI提供小部件和处理,动画师与之交互以控制角色的面部区域。本文提出了一种人脸UI设计方法来控制拟人人脸的六个基本面部表情的动画。这个设计是基于正方形的小部件,这些小部件的手柄是圆形的,这样动画师就可以根据基本的面部表情产生肌肉活动。我们在Blender开源动画软件中实现了面部UI设计的原型,并与三位动画师进行了初步的试点研究。评估了两个参数:点击次数和使六个基本面部表情动画化所需的时间。研究表明,尽管每个动画师在创作表现上存在自然差异,但他们为这两个参数所标记的值几乎没有变化。
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A demo of a facial UI design approach for digital artists
In the character animation industry, animators use facial UI's to animate a character's face. A facial UI provides widgets and handles that the animator interacts with to control the character's facial regions. This paper presents a facial UI design approach to control the animation of the six basic facial expressions of the anthropomorphic face. The design is based in square shaped widgets holding circular handles that allow the animator to produce the muscular activity relative to the basic facial expressions. We have implemented a prototype of the facial UI design in the Blender open-source animation software and did a preliminary pilot study with three animators. Two parameters were evaluated: the number of clicks and the time taken to animate the six basic facial expressions. The study reveals there was little variation in the values each animator marked for both parameters, despite the natural difference in their creative performance.
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