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3. Texture Coordinates: Displacement VectorsAll facial animations do not require to alter the face shape, like the eyebrows. Physically, the motion of the eyebrows corresponds to the action of some muscles that pull the skin and make it slide over the underlying skull. This physical action can be simulated by introducing some displacement vectors for the texture coordinates, relating the 3D vertices of the wireframe to the texture pixels. Although such displacement vectors are difficult to tune for facial animations, they are visually as powerful as the other animation techniques.
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Last update : 31-08-2000