Facial animations are part of a model's general animation that describes the movement of parts of a model's face. Although the development of computer graphics techniques for facial animation began in the early 1970s, major advances in this area are more recent and have occurred since the late 1980s. However, to this day, existing animation methods are not perfect and often require additional structures or markers to achieve the required animation quality.
Let's try to collect something on the knee so that it also comes to life. An article about how I crutched facial animations, what came out of it or didn't come out.
Introduction
, , . , , . , :
, :
, , ,
, , , Kinect Intel Real Sense
-
, .
, ,
, , :
- , , . , ?
. . : 2 , .
, . , , .
, . . , :
Rele - ,
Ren - ,
Len - ,
Chin 1-8 - , ,
, .
rele
(x,y,z) :
rele AB, A- , B- , , . rele :
rele , , - :
rele AB - . :
“ rele , , , () ”
len
(x,y,z) :
len AB, A- , B- , , . len :
len , , - :
len AB - . :
“ len , , , () ”
ren , .
chin0-chin7
chin0 - chin7 AB , ( 0-16).
chini AB, A- , B- , , i. chini :
chin_i ( ) , - :
chin AB - . :
“ chin{0-7} , , , () ”
, - :
/ Blender, . :
" "
, , . 2-3 , , . . , , .
, . , :
, . .
And the execution takes a significant amount of time, which is unacceptable in comparison with some of the methods