Welcome
to Muscle Beach
Most
of the academic research on facial animation has not approached the
problem from a viseme basis. This is due to a fundamental drawback to
the viseme frame based approach. In the viseme- based system, every
source frame of animation is completely specified. While I can specify
the amount each frame contributes to the final model, I cannot create
new source models dynamically. Say, for example, I want to allow the
character to raise one eyebrow. With the frames I have described so
far, this would not be possible. In order to accomplish this goal, I
would need to create individual morph targets with each eyebrow raised
individually. Since a viseme can incorporate a combination of many facial
actions, isolating these actions can lead to an explosive need for source
meshes. You may find yourself breaking these targets into isolated regions
of the face.
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Figure
3. The zygomaticus major muscle will put a
smile on your face.
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For
this reason, researchers such as Frederic Parke and Keith Waters began
examining how the face actually works biologically. By examining the
muscle structure underneath the skin, a parametric representation of
the face became possible. In fact, psychologists Paul Ekman and Wallice
Friesden developed a system to determine emotional state based on the
measurement of individual muscle groups as “action units.” Their system,
called Facial Action Coding System (FACS), describes 50 of these action
units that can create thousands of facial expressions. By creating a
facial model that is controlled via these action units, Waters was able
to simulate the effect that changes in the action units reveal on the
skin.
While
I’m not sure if artists are ready to start creating parametric models
controlled by virtual muscles, there are definitely some lessons to
be learned here. With this system, it’s possible to describe any facial
expression using these 50 parameters. It also completely avoids the
additive morph problem I ran into with the viseme system. Once a muscle
is completely contracted, it cannot contract any further. This limits
the expression to ones that are at least physically possible.
Artist-Driven
Muscle-Based Facial Animation
Animation
tools are not really developed to a point where artists can place virtual
muscles and attach them to a model. This would require a serious custom
application that the artists may be reluctant even to use. However,
that doesn’t mean that these methods are not available for game production.
It just requires a different way of thinking about modeling.
For
instance, let me take a look at creating a simple smile. Biologically,
I smile by contracting the zygomaticus major muscle on each side of
my face. This muscle connects the outside of the zygomatic bone to the
corner of the mouth as shown in Figure 3. Contract one muscle and half
a smile is born.
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Figure
4. Pucker up:
Incisivus labii at work.
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O.K.
Mr. Science, what does that have to do with modeling? Well, this muscle
contracts in a linear fashion. Take a neutral mouth and deform it as
you would when the left zygomaticus major is contracted. This mesh can
be used to create a delta table for all vertices that change. Repeat
this process for all the muscles you wish to simulate and you have all
the data you need to start making faces. You will find that you probably
don’t need all 50 muscle groups described in the FACS system. Particularly
if your model has a low polygon count, this will be overkill. The point
is to create the muscle frames necessary to create all the visemes and
emotions you will need, plus any additional flexibility you want. You
will probably want to add some eye blinks, perhaps some eye shifts,
and tongue movement to make the simulation more realistic.
The
FACS system is a scientifically-based general modeling system. It does
not consider the individual features of a particular model. By allowing
the modeler to deform the mesh for the muscles instead of using this
algorithmic system, I am giving up general flexibility over a variety
of meshes. However, I gain creative control by allowing for exaggeration
as well as artistic judgement.
The
downside is that it is now much harder to describe to the artists what
it is you need. You need to purchase some sort of anatomy book (see
my suggestions at the end of the column) and figure out exactly what
you want to achieve. Your artists are going to resist. You had this
nice list of 13 visemes and now you are creating more work. They don’t
know what an incisivius labii is and don’t want to. You can explain
that it is what makes Lara pucker up and they won’t care. You will have
to win the staff over by showing the creative possibilities for character
expression that are now available. They probably still won’t care, so
get the producer to force them to do it. I have created a sample muscle
set in Chart 1. This will give you some groups from which to pick.
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Chart
1. The basic muscle groups involved in facial animation.
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Now
I need to relate these individual muscle meshes to the viseme and emotional
states. This is accomplished with “muscle macros” that blend the percentages
of the basic muscles to form complex expressions. This flexibility permits
speech and emotion in any language without the need for special meshes.
I
still need to handle the case where several muscles interact with the
same vertices. However, now there is a biological foundation to what
you are doing.
Certain
muscles counteract the actions of other muscles. For example, the muscles
needed to create the “oo” viseme (incisivius labii) will counter the
effect of the jaw dropping (digastric for those of you playing along
at home). One real-time animation package I have been working with called
Geppetto, from Quantumworks, calls this Muscle Relations Channels. You
can create a simple mathematical expression between the two to enforce
this relationship. You can see this effect in Figure 5.
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Figure
5. W.C. Fields’s jaw is open and then blended
with the “oo” viseme. Image courtesy of Virtual
Celebrities Productions and Quantumworks.
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Now
for the Animation