The core principle involves two primary components: a (neutral state) and one or more morph targets (deformed states). Morph targets and bone rigging for 3D facial animation
"Each vertex must know its destination," Elias whispered, sliding a digital fader. morph target animation
In high-end facial animation (e.g., Avatar , Call of Duty ), morph targets are based on the , a scientific taxonomy of human facial movements. Each "Action Unit" (AU) is a morph target (e.g., AU4: Brow Lowerer, AU12: Lip Corner Puller). FACS-based rigs allow linguistically accurate, culturally universal facial animation. The core principle involves two primary components: a