"Face In Motion sucessfully overcomes
the facial rigging technical challenges"
Facial Rigging Challenges
People are very good
at noticing problems in animated realistic characters because of the basic
way we evolved biologically.
The face and the facial expressions are fundamental for conveying emotions,
so videogames and films require believable facial animation. But generating
realistic face movements is hard. Arriving at a unified, elegant, easy to use
and flexible rig structure is often complex and time-consuming.
Developing a portable character rigging system entails facing many
artistic and technical
problems.
The quality of animations depends on the character rig created for the model.
But our technology has proved to be independent of the quality and the
shape of the rig. If the quality of the source rig is low, the rig and animation
transfer to the target model is still successful, but the results are of comparable
quality. Then, defining the visual appearance of the face model is limited only
by the artistic skills.
Our technology solves the
technical problems.
Artistic Problems
Creating convincing and appealing facial expressions, like smiling or blinking,
seems simple in concept. But, it requires deep understanding of the incredibly
complex system that lies beneath a face and very good knowledge
of animation principals, to perfectly reproduce facial movements that look
realistic. Such realism is constrained by two main factors:
- inconsistency of facial movements:
humans are very talented in identifying
unnatural behavior, due to their everyday familiarity and sensitivity
to facial appearance. Non-realistic animations will generate in the
audience unpleasant and sometimes repulsive feelings, disturbing the
visual perception;
- diversity of faces:
human faces have different facial features that emphasize
their uniqueness, caused by the variation in size and proportions
of their bones and muscles. On the other hand, cartoons or fantastic
creatures might not follow a human structure definition, which
increases the diversity range.
The uniqueness of faces makes facial synthesis so challenging. The smallest
anomaly in the face shape, proportion, skin texture or movement is immediately
detected and classified as incorrect (this is known as the
Uncanny Valley hypothesis).
Technical Problems
The rig allows artists to edit the model using a set of controls, instead of
having to position each vertex of the surface on the desired location. Today,
most rigging systems present some of the following technical problems:
- no standard:
artists do not follow a formal criteria or methodology
when creating a rig; they do whatever “feels right”, so all rigs end up
being different. Defining a standard would help create a solid platform
for artists to build upon;
- changing the geometry or resolution:
it is very common to change the
face model during production, to improve the deformation details or
simply because it looks better. Any minor modification in the model
surface (a bigger nose, more resolution around the lips) after the character
is rigged, causes the rigging process to restart;
- reusing weight maps:
the weight distribution defined for one character
will not work on others. If it is not possible to reassign the appropriate
weights in the new model, the resulting animation will present undesirable
deformations, especially if the models differ in geometry and
proportions;
- number of shapes:
many productions use rigs based on hundreds of
shapes. Usually, too many shapes make it hard to use the rig. Likewise,
if a shape is added during production it can generate two problems: the
shape conflicts with existing animations, making it necessary to rework
some shots; or the new shape does not mix nicely with the the others;
- preserving a consistent look:
placing by hand the animation controls
leads to different artistic interpretations of where to position each element
of the rig. This makes it difficult to easily reproduce the same
facial pose between different characters. Consequently, it becomes hard
to guarantee a consistent look throughout the production;
- complexity of the UI:
artists place many controls to handle every region
of the face and reproduce the subtleties of each expression. If controls
are not efficiently organized in a few layers, it can lead to an extremely
complex UI with a steep learning curve. It will take animators too much
time to master the UI;
- adding rig controls:
a rig usually goes through multiple iterations before
an animator starts working on it. It is very common to change
animation controls or add new ones during production. This leads the
rig to be readjusted and tested, to verify if it still deforms correctly.