Gilad Ostrover
3D Animator
This video is a sheer verification of Murphy's law :). I decided to apply for the '11 Second club'. It took me 28 days to finish. A few hours before their deadline, when I was almost ready for upload, my main graphical station failed to work. I had to take it to the lab. They worked as fast as they could, but I was 10 hours late…
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Emotional authenticity of facial expression effects in 3D Animation
The role of realistic wrinkles and folds
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One of the ways to enhance emotional authenticity in 3D animation facial expressions is adding realistic wrinkles and folds effects of in the facial skin. Wrinkles and folds are also known as “smile lines”, “Crows Foot” and “Thinking wrinkles”. They all take part is various expressions like smiles, frown, browse raisings etc’. Creating realistic wrinkles and folds effects is a real “secret weapon” in 3D animation. It literally upgrades the overall facial expression quality; What might seem as a nuance, is of great importance, and of great value for all animation types and styles and for all sorts of character design.
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Though it may sound counter gut feeling, realistic wrinkles and folds are most valuable even with simplistic or abstract characters’ designs. Let’s assume we are working on a very simplistic cartoony / abstract character; for example a ghost or a monster with no nose or teeth. Even with such a figure, as long as the facial features carry enough details to allow the viewers to associate it with humanoid or animal face, wrinkles will deepen the emotional effect. Done appropriately and in right timing, it will make the movie much more enjoyable. It would evoke in the audience “near-consciously” recognition of familiar facial expressions that they would associate with the right emotions.
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Human ability to recognize facial nuance is a primal intuition all seeing humans share. Most of them gather huge experience with encoding facial expressions from almost day one. This human skill gives animators and sketchers the ability to reach high quality and credible facial expressions even with very abstract characters.
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It is easy to demonstrate how wrinkles are an integral part of compelling facial expressions. If we take a look at the following photo series
we see a comparison between attempts to create a smile without the fashionable, deep lines of the mouth, and between smiles with such lines on the sides. We promptly notice that without said lines we sense that something essential is missing. It is true for every type of mouth in any character. Even a wide smile without these lines, will make us feel that it lacks something. It would feel less real, less emotional and uncanny. Add this simple detail - "And see the wonder"; The smile suddenly seems perfect, human and cordial. -
In terms of 3D animation technique, we usually do not use bump maps or material shaders to create smile lines elements. It is way more common to create them in modeling; the lines are sculpted in the blendshape target meshes at the point where the mouth is stretched wide. Thus, smile lines are not included in the texturemap / hypershade method shown further below. The above smile lines are brought here as an example of their prominence. Their reference here helps me right away to make my point and stress that the effect of folds and wrinkles is significant.
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Creating wrinkles and integrating them with the entire of the animation, is a complex technical process. It requires advanced knowledge of a distinct part of the Maya software called Hypershade (of course, equivalent procedures exist in other 3D animation software). The Hypershade environment is an editing window whereby the 3D material, shaders & textures are being created and edited.
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For adding animated wrinkles (i.e., controlling their occurrence and disappearance timing according to the appropriate expressions) we must build an appropriate infrastructure. In the Hypershade environment, we need to create an objects’ network as seen here:
This special rig of objects: utility nodes connected to bump and image nodes, ties the keyed values of the wanted target shapes (the ones than need wrinkles) from the blendshape attribute between 0 to 1, together with the 0 to 1 material opacity bump map attribute (a grayscale 2D texture map depicting a wrinkle in UV layout). Thus make the bump opacity value dependant on the target blendshape value. This, after rendering, will result in the desired effect of impressive animated wrinkles. They will appear and disappear in the correct spots and in perfect timing throughout the animation. This will take place along with the gradually embossing co-responding expressions of the wrinkles, while tapering in and out to the character's textured facial skin . Nifty!
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A character demo showing off all its shapes with wrinkles in animation: