Face Animation is a hot and difficult topic in computer animation. I personally think that the most promising Face Animation method is based on the pseudo-muscle (vector muscle) model. It was first proposed by waters in 1987 and is one of the most popular models in recent years. The idea is to perform approximately abstract muscle control on the polygon mesh. The model uses two types of abstract muscles: (1) linear muscles: used for stretching; (2) sphincter: used for extrusion. They are only associated with the grid space at one point and have a specified directionality (two kinds of muscle deformation are used to calculate the angle displacement and radial displacement at one point ), therefore, muscle control is independent of the specific facial topology. The control parameters of this model are based on FACS (facial action coding system ).
The following figure shows the muscle distribution of a face:
In actual 3D modeling, human heads can be divided into the following parts for separate Modeling:
1. Head; 2. Eyes (left and right); 3. Chin; 4. Tongue.