Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

This week I mainly do emoji animation. After I rig the character's face. I edited several fixed expressions, such as laughter/scared/pouting/tongue sticking out/...and so on. And I packaged these expressions so that they can be called quickly within a visual range. And do this by doing the following:
1. First manually adjust the desired expressions, and then bake them into the shape building on the character model. (At this point I get a value to determine the deformation of the model.)
2. Associate the value of the shape key of the target expression on the character model (0-1, 0 value is the original expression, 1 value is the target expression, and the middle value is the change process) with the displacement value of a circle geometry. In this way, I can easily display the expression by moving the circle controller of the corresponding expression.
Visual expression controller: The purpose is to facilitate the quick expression call in the animation production later, without adjusting the expression frame by frame, as long as the displacement of the controller is associated with the number of frames, I can decide how long to express the expression. And it looks very simple and convenient.

YoutubeLink: CharacterFace - YouTube

About This Work

By Norton Chen
Email Norton Chen
Published On: 23/10/2022