
As for modelling on the head there have only been some slight
alterations, I've also started scaling up the basic low poly
female body mesh in XSI. I'll be using a bit of reference to get
the form right, but since the main focus is on the head it's not as
important to get it looking perfect. My main focus this week has
been on the Dissertation, I've got it up to 2000 words for my
introduction. I have looked into the work Image Metrics have
done on the Emily Project and thier in house software and
facial capture techniques. This then links to the Rock Band
Trailer by Passion Pictures, who used Image Metric's
technology to help create the facial animation. Finally I have
looked at Jason Osipa's Book 'Stop Staring', as it is a
benchmark for facial hand keyed facial animtion and rigging,
as well as contraining a wealth of principals surrounding facial
animation technique.
The last part of the introduction covers 5 points on how to gauge
the success of the project:
- Can emotion be seen in the face in relation to the
performance?
- Does the lip sync match up with the music?
- Can the face rig be manipulated to suit the performance?
- Is the motion fluid enough without looking 'cartoony'?
- Does the character look realistic (has it fallen into uncanney
valley territory?)
It has occured to me that the last point there has not been
covered in my 2000 words, so I will probably have to edit
what I have done so far to fit it in.
I have a hand in on wednesday for creative character so
that takes priority for the moment, but the next course of
action on the project it to edit the jawline of my character,
refine the basic female mesh to form the body and join it
up to the head (currently the head has 18 edges on the neck
and the body has 12, so it shouldn't be hard to add in the
edges to make them match up.









