>>57108764Verifying anime-style emotional expression through morphing
[Morphing, joint expression change limits]
- Open mouth wide
Morphing allowed me to refine the shape more than using joints.
However, there is a limit to how much the shape can change, and if I try to open it wider than in the screenshot above, the shape gets distorted.
・Pouting
The jointed face cannot be changed because there are no control joints in the cheek area.
The morphing face was able to change the shape of the cheeks, but this alone was not enough to express the character,
so it was necessary to add cartoon-like lines, as shown in the image below.
[Materials for testing processing load]
Lip syncing to the sound of "Got a Pokémon!"
Verify the difference in expression and processing load for each morphing and joint.
Morphing
Five vowels (a, I, u, e, o) are blended into face material. Up to two can be blended simultaneously.
Joints are set on the corners of the mouth, around the mouth, teeth, and upper and lower jaws. The difference in the number of joints compared to morphing is 16.
[Comparative verification of joints and morphing]
"Looking at the verification data, the model data size does indeed increase,
and the motion data size decreases.
This is because the model data now includes meshes for blend shapes,
and unnecessary joints have been deleted from the motion data.
The blend shape animation information only includes information that it goes from A to B,
and the blend coefficient, so the amount of information is small.
And there has been a big improvement in the processing load.
The reduction in skinning calculations has reduced it by about 20%.
This is thought to be proportional to the number of bones deleted."