Increasingly, automated techniques for animation production are being used to create believable, interactive characters for computer games. Procedural animation software can be used to quickly and efficiently manipulate character animation in real time, addressing issues such as the effect of physical forces on character dynamics. However, there is arguably a growing demand for computer game characters which are not only interactive, but also capable of delivering engaging performances. In this paper, the results of two practice-based studies of facial animation are described. The aim of the research is to explore the dynamics of emotional expression performance through animation practice, in an attempt to contextualise specific ‘choreographies’ of facial movement. Ultimately, the research should lead to a better understanding of how temporal expressions are interpreted, laying the foundations for procedurally animated, high-performance interactive characters.
|Publication status||Published - Jul 2010|
|Event||22nd Society for Animation Studies Annual Conference - Edinburgh College of Arts, Edinburgh, United Kingdom|
Duration: 9 Jul 2010 → 11 Jul 2010
Conference number: 22nd
|Conference||22nd Society for Animation Studies Annual Conference|
|Period||9/07/10 → 11/07/10|