4 research outputs found

    The Uncanny Valley The Effect of Removing Blendshapes from Facial Animation

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    Ever since its introduction in 1970 by the roboticist Dr. Mori, the uncanny valley has become an integral part of facial animation. While most of the work on the uncanny valley is focused on finding a way to surpass the uncanny valley and how certain things could be designed to increase or decrease the uncanniness of an animation, this paper investigates how removing certain blendshapes from the facial animation changes our perception about the eeriness of that animation. The goal is to identify the “necessary” blendshapes which bring about a significant change the perceived uncanniness of the animation. For achieving this, participants undergo visual tests which entails observing short animated clips expressing different emotions and recording the human-likeness and uncanniness, as perceived by the observers. The results validate some of the existing theories about the uncanny valley and also identify the necessary blendshapes for every emotion. The results show that removing the blendshapes not only affects the eeriness but also the perceived human-likeness and may change our perception of the emotion expressed in the animation

    Using Fourier Analysis To Generate Believable Gait Patterns For Virtual Quadrupeds

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    Achieving a believable gait pattern for a virtual quadrupedal character requires a significant time investment from an animator. This thesis presents a prototype system for creating a foundational layer of natural-looking animation to serve as a starting point for an animator. Starting with video of an actual horse walking, joints are animated over the footage to create a rotoscoped animation. This animation represents the animal’s natural motion. Joint angle values for the legs are sampled per frame of the animation and conditioned for Fourier analysis. The Fast Fourier Transform provides frequency information that is used to create mathematical descriptions of each joint’s movement. A model representing the horse’s overall gait pattern is created once each of the leg joints has been analyzed and defined. Lastly, a new rig for a virtual quadruped is created and its leg joints are animated using the gait pattern model derived through the analysis

    Performance Driven Facial Animation with Blendshapes

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