modeling parameters and expression parameters

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modeling parameters and expression parameters

Postby lianghh » Tue Feb 02, 2021 3:54 am

Are the modeling parameters and expression parameters decoupled?
I mean that different people may have a similar expression and can we use the same expression values of MakeHuman to describe it?
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Re: modeling parameters and expression parameters

Postby loki1950 » Tue Feb 02, 2021 2:57 pm

Expressions are created by moving face bones/muscles which are indeed decoupled from the modelling parameters. Calling the expression determinants parameter is misleading they are properly defined as angles.

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Re: modeling parameters and expression parameters

Postby joepal » Tue Feb 02, 2021 3:03 pm

Yes, these are separate things.

Modeling is done via mesh shape keys. Expressions are poses of the face bones.

If the internal MH model is not accurate enough, there is also a third-part FACS module for MakeHuman.
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Re: modeling parameters and expression parameters

Postby lianghh » Tue Feb 02, 2021 7:32 pm

I don't understand the meaning of facial bone or muscle ,but makehuman have muscle like real human? what I consider about is that the model of makehuman is similar to the model described in the paper《A Morphable Model for the Synthesis of 3D Faces》 writed by blanz,which give an explanation :facial expressions can be transferred by recording two scans of the same individual with different expressions, and adding the differences S = Sexpression n Sneutral, T = Texpression n Tneutral, to a different individualin a neutral expression. sorry about the special character which can't post here.
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Re: modeling parameters and expression parameters

Postby loki1950 » Tue Feb 02, 2021 7:43 pm

In 3d modelling there is the external mesh (the shape) and internally a skeleton, move the bones of that skeleton to create any individual pose that is the way modelling programs make all the matrix maths that manipulate 3d objects work.

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Re: modeling parameters and expression parameters

Postby lianghh » Wed Feb 03, 2021 2:20 am

I have been search for human models like real human ,and I have found the body model named opensim which is enough for me,but I can't find a face model that is described by face bones and muscles. I agree that the muscle face model is driven by the force but not the morph target. I suppose that MakeHuman is derive from the Parke's Parameter face model, but I have not found a paper or other evidences which support that. The key problem confused me is that how this two kinds of parameter of MakeHuman decouple.
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Re: modeling parameters and expression parameters

Postby lianghh » Wed Feb 03, 2021 3:34 am

Or ,Can you find any article to prove this conclusion?
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Re: modeling parameters and expression parameters

Postby loki1950 » Wed Feb 03, 2021 4:24 pm

The proof is in several commercial modelling and animation programs just as an example most of us here use blender but the movie industry uses Maya for both animation and special effects all of the "Lord of the Rings","Titanic"and "Terminator" buying a full version of which will cost you about $7000.00 yes that much.

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Re: modeling parameters and expression parameters

Postby RobBaer » Thu Feb 04, 2021 3:32 pm

lianghh wrote:I have been search for human models like real human ,and I have found the body model named opensim which is enough for me,but I can't find a face model that is described by face bones and muscles. I agree that the muscle face model is driven by the force but not the morph target. I suppose that MakeHuman is derive from the Parke's Parameter face model, but I have not found a paper or other evidences which support that. The key problem confused me is that how this two kinds of parameter of MakeHuman decouple.


Pseudo-history
Never heard of "Parke's Parameter face model" before, but MakeHuman is NOT a derivative of that. The current model is the most recent in a series of models created by the artist Manuel Bastioni. I believe that the model made some use of 3D scanning, artistic correction, symmetry correction, and retopology. It started (I think) as a Blender plugin called MakeFace that won a Suzanne award and then moved slowly to a stand-alone program that has evolved over more than a decade. I do not know if Manuel read Parke's work or not when he designed the current bone system for the face, but it is completely possible he know/knows the 3D literature. The bone structure (skeleton) used in the current MakeHuman face was the last part of the skeleton that Manual developed for the 1.0 version of MakeHuman. The mesh was fully finalized.

Manuel Bastioni is the same artist who later created Manuel Bastioni Lab as a short-lived Blender plugin which may have been revived by others after he abandoned that project. Of course, MakeHuman as a program is the work of many programmers over a long period of time. You can get some idea of current contributors from looking at the GitHub repository.
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