DIGITAL CHARCATER CREATION AND REAL-TIME FACIAL MOTION CAPTURE

Authors

  • Душан Дамњановић Autor
  • Ана Перишић Vanredni profesor Autor

DOI:

https://doi.org/10.24867/28SA03Damnjanovic

Keywords:

Character Design, 3d modeling, 3d simulation, Facial Motion Capture, Live Link Face, Facial Animation

Abstract

This paper will describe the procedures for creating an original 3D character and mapping the actor's facial movements to the resulting model, using the Live Link Face application. Creating a project takes place in several steps: first, you need to create a character in a digital sculpting program. After that, texturing of the resulting model follows within Substance 3D Painter. Before starting the simulation, it is necessary to define Blend Shapes that will be used for information about the facial movements of the character in accordance with the facial movements of the actor. Facial expressions need to be named appropriately so that the application can match the facial movements of the actor and the character. Also, the necessary procedures for using Unreal Engine as a development environment for simulation will be described.

References

[1] E. Birmingham, W. Bischof, A. Kingstone „Journal of Eye Movement Research“, 2007.
[2] E. Goldfinger, „Human Anatomy for Artists : The Elements of Form“, 1991.
[3] A. Khan, „The Importance of Texture in 3D Modeling“, (приступљено 4.2.2024.)
[4] BW Anderson, J. Ekblad и B. Bordoni NCBI: Anatomy, Appendicular Skeleton, Oxford University Press, 2021.
[5] R. Gaberc „Plastična anatomija čoveka“, Универ-зитет уметности у Београду, Београд,1985.
[6] A. Merheb, „UV Mapping Basics: A Quick Start Guide“, https://ahmadmerheb.com/uv-mapping/, (приступљено 4.2.2024.)
[7] https://dev.epicgames.com/community/learning/tutorials/lEYe/unreal-engine-facial-capture-with-live-link (приступљено 4.2.2024.)

Published

2024-10-09