A facial expression that is alive can make up for some weaknesses in proportions (partially because it will keep the eye from wandering away from the face!), but not the reverse – a character with a face like a wax mask is a turn-off. In drawing facial expressions one has to deal with the dichotomy of reality versus representation. Sketching Articulation and Pose for Facial Meshes Edwin Chang ∗ Brown University Advisor: Odest Chadwicke Jenkins † Brown University Figure 1: A reference curve (green) and target curve (blue) are sketched to pose the lower lip of an articulated mesh in our posing system.
Chang E, Jenkins O () Sketching articulation and pose for facial animation. ACM SIGGRAPH/Eurographics Symposium on Computer Animation: – Google ScholarCited by: Sketching Facial Expressions Gabriele Nataneli∗ University of California Los Angeles Petros Faloutsos† University of California Los Angeles Figure 1: Sketches and the corresponding 2D and 3D facial expressions. 1 Introduction We present an innovative sketch-based interface for driving facial expressions.
Use the grid method and a mechanical pencil to create a line drawing of eyes in a slightly angled pose. Notice how this angle blocks the view of part of the face. The irises and pupils now are vertical ellipses, since the eye is not looking straight at you. The perfect circle is now changed due to the perspective. This problem is compounded when defining the articulation of a facial mesh, where motion is quickly discernable as natural or unnatural to a human viewer. A .