Facial Expression Generation for Animation Objects
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Solution Overview
Problem
The existing methods for creating expressions for game roles in games, such as using skeletal points in 3ds MAX or Maya, are inefficient and difficult to adjust accurately, leading to poor production efficiency and effects.
Innovation Solution
An expression generation method and apparatus that acquires a facial expression from a facial expression set generated by one animation application and adjusts display parameters based on user input in another application to generate a target animation, improving the efficiency and smoothness of expression changes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If manual control with skeletal points is used for expression creation, then flexibility in adjusting individual facial features is improved, but production efficiency deteriorates due to the time-consuming nature of adjusting numerous skeletal points
Solution Approach 1:
The patent uses template expressions as pre-defined models that can be copied and applied to animation objects. Instead of manually creating expressions from scratch using skeletal points, animators can select from a library of template expressions and make minor adjustments, significantly reducing the time and effort required while maintaining flexibility.
Solution Approach 2:
The patent pre-generates a set of template expressions with various facial configurations before the actual animation production. These templates are created in advance and stored for reuse, allowing animators to quickly apply proven expressions rather than recreating them repeatedly during production.
2Manufacturing precision
If numerous skeletal points are used for skinning, then control precision over facial muscles is improved, but the complexity of the system increases making adjustments more difficult
Solution Approach 1:
The patent extracts the essential facial expression characteristics into separate template expressions that can be independently selected and applied. Instead of managing numerous skeletal points directly, the system separates the complex skeletal control into pre-packaged expression templates, reducing the apparent complexity while maintaining control precision.
Solution Approach 2:
The patent segments facial expressions into distinct template units that can be independently selected and combined. Each template represents a coherent facial configuration that can be applied as a whole, breaking down the complex task of managing individual skeletal points into manageable, pre-defined segments.
3Manufacturing precision
If manual adjustment of each expression is performed during post production, then accuracy of expression effects is improved, but time consumption increases substantially
Solution Approach 1:
The patent allows animators to copy template expressions and apply them directly to animation sequences with minimal adjustment. This copying approach maintains accuracy by using pre-tested expression configurations while dramatically reducing the time required compared to manual creation and adjustment of each expression.
Solution Approach 2:
The patent enables efficient adjustment of expression parameters through a unified control mechanism. Instead of manually adjusting numerous skeletal points, animators can modify key parameters of the template expressions, allowing quick and accurate adjustments without the time-consuming process of individual point manipulation.
4Ease of operation
If it is not possible to adjust many points to the same position efficiently, then individual point control flexibility is maintained, but overall expression consistency deteriorates
Solution Approach 1:
The patent uses template expressions as consistent reference models that ensure uniformity across different facial expressions. By copying and applying these standardized templates, the system maintains expression consistency while still allowing individual adjustments through parameter modification.
Solution Approach 2:
The patent implements a parameter-based control system that allows consistent adjustment of multiple facial points simultaneously through unified parameter controls. This approach maintains expression consistency by applying the same transformation rules across multiple points while preserving the flexibility to adjust individual characteristics through parameter modification.
Data Source
AI summary
An expression generation method for an animation object is provided. In the method, a first facial expression of a target animation object is acquired by a first animation application from a facial expression set generated by a second animation application. The facial expression set includes different facial expressions of the target animation object. A display parameter of the acquired first facial expression in the first animation application is adjusted based on a first user input to obtain a second facial expression of the target animation object. A target animation of the target animation object that includes an image frame of the second facial expression is generated.


