Abstract

3D animators commonly employ facial expressions to convey emotions, yet this method has limitations in fostering audience immersion. Existing guidelines prioritize storytelling, offering limited insight into character construction for immersive experiences. Our investigation seeks to enhance the lifelike movement of animated characters, focusing on audience engagement at specific points. This paper presents empirical findings highlighting the importance of facial and body movements in authentically portraying animated characters’ emotions. Drawing on Shapiro’s 15 controllers for character animation, we conducted an empirical study, examining distinct elements associated with each emotion. Data collection via Likert-scale assessments determined the average agreement for each controller concerning specific emotions. Our results indicate that varied emotions demand unique controllers for optimal realism. Although facial and gaze controllers are integral to all emotions, their intensity differs across emotional states. In response, we propose a preliminary model rooted in basic emotions, offering guidance to animators crafting realistic 3D characters. This model addresses the nuanced requirements of diverse emotions, providing a valuable resource for those seeking to enhance the authenticity of animated character expressions.

Full Text
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