Animation workflow in KILLZONE3™: a fast facial retargeting system for game characters.

SIGGRAPH '11: Special Interest Group on Computer Graphics and Interactive Techniques Conference Vancouver British Columbia Canada August, 2011(2011)

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摘要
Applying facial motion capture data on a virtual actor is always a tedious task. The main problem is how to deal with different face conformations without losing too much of the original dynamic performance range. With this talk, I would like to explain a technique that helped us deliver more than 30 different faces over 70 minutes of Cutscenes for the AAA PS3 exclusive title KILLZONE3™.
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