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Adding Facial Actions

 Figure 13. Level 0 Editing

In Figure 13, two control points at Level 0 have been selected (highlighted in yellow) and have been moved to the side to produce the surface in Figure 14 (the same action was also performed on the left side). Compare with Figure 10, the neutral face to see the actual change.

 Figure 14. Broadened Mouth


One of the advantages to using a hierarchical spline is that animations layer in a sensible way. If the jaw of the edited figure is rotated, the face deforms in a reasonable way (Figure 16 & 17).

 Figure 16. Animating Changed Face


 Figure 17: Rendered.

More Facial Actions

By layering the actions, the basic animation provide by the jaw bone can be enhanced. Below is a lip snarl created by altering 3 points at Level 1.

 Figure 18. Level 1.

Change 3 points (highlighted in yellow) at Level 1 to create the snarl. Note that a user typically works with all the surface showing rather that at the resolution being edited.

 Figure 19. Curl the lips.

 Figure 20. Rendered Neutral Face.

 Figure 21. Rendered Snarl.

Pulling down the corner of the mouth.

This action was obtained by moving 3 points (at each corner of the mouth) at Level 1.

 Figure 1. Corner pull.

Below the mouth is half-opened. Compare this face with the neutral faces above.

The neutral face with the mouth full-open.

The "corner-pulled" face with the mouth full open. The hspline allows the facial action to be applied independently of the position of the jaw. This really speeds up animating expresssion.

The Frown.

The inner eyebrows are brought down into a frown by moving 3 points at level 1.

 Figure 1. Altered Level 1.

These changes alter the brow at all the finer resolutions.

 Figure 2. Full resolution.

 Figure 3. Rendered Neutral Brow.

 Figure 4. Frown.


Next: Building new faces.   Previous: Animating the face with the jaw.