Cover image for Stop staring! : facial modeling and animation done right
Stop staring! : facial modeling and animation done right
Osipa, Jason.
Personal Author:
Publication Information:
London : SYBEX, [2003]

Physical Description:
334 pages : illustrations (some color) ; 23 cm + 1 CD-ROM (4 3/4")
General Note:
Includes index.
Format :


Call Number
Material Type
Home Location
Item Holds
TR897.7 .O85 2003 Book and Software Set Non-Fiction Area

On Order



"No other book to date presents facial animation concepts, theory, and practical application with the authority that Stop Staring does."
-TIEM Design

Crafting believable facial animation is one of the most challenging, yet rewarding aspects of 3D graphics. Done right, this art breathes life into otherwise deadpan faces.

In this extraordinary book, professional animator Jason Osipa teaches you how to achieve realistic facial modeling and animation. Using detailed practical examples complemented with high-quality images and a touch of humor, Osipa leads you from design and modeling to rigging and animation. The CD and full-color insert demonstrate techniques you can use to fine-tune your facial animations.

Reviewed and approved by Alias|Wavefront, Stop Staring: Facial Modeling and Animation Done Right, uses the Academy Award(r) winning Maya(r) 3D animation and effects software as the focus for its examples, yet the principles and techniques are described in ways that will be helpful to anyone working on facial modeling and animation.

Mastering the Face
Start out by getting familiar with the range of possible facial expressions, then focus on animating and modeling the mouth, eyes and brows. When you're ready to bring it all together, you can generate a scene from concept to completion. Topics covered include:

Understanding how the whole face affects expression Learning visimes and lip sync techniques Constructing a mouth and mouth keys Building emotion through the eyes and brows Building interfaces to easily connect and control your models Skeletal setup, weighting, and rigging

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Author Notes

Jason Osipa has 5 years of focused industry experience in 3D facial animation and modeling. In recent years, he's been the Supervising Technical Artist at Mainframe Entertainment and an instructor in CG animation and production at the Vancouver Film School. Jason currently works at 3D game maker, Surreal Software. Jason's professional credits include ReBoot, Max Steel, Barbie in The Nutcracker, and Casper's Haunted Christmas.

Table of Contents

Part I   Getting to know the Face
Chapter 1   Learning the Basics of Lip Sync
The Essentials of Lip Sync
Speech Cycles
Starting with What's Most Important: Visimes
The Simplest Lip Sync
Chapter 2   What the Eyes and Brows Tell Us
The Two Major Brow Movements
The Upper Lids' Effect on Expression
The Lower Lids' Effect on Expression
Eyelines: Perception vs. Reality
Distraction Is the Enemy of Performance
Chapter 3   Facial Landmarking
Introduction to Landmarking
Landmarking Mouth Creases
Landmarking Brow Creases
Landmarking the Tilt of the Head
Part II   Animating and Modeling the Mouth
Chapter 4   Visimes and Lip Sync Technique
Sync: Wide/Narrow Grows Up
The Best Order of Sync Operations
Sync Example 1: "What am I sayin' in here?"
Sync Example 2: "Was it boys?"
Chapter 5   Constructing a Mouth and Nose
The Best Edge Flow
The Big Picture
Building the Lips
Building the Surrounding Mouth Area
Building the Nose
Connecting the Nose and Mouth
Building Teeth
Building the Tongue
The Mouth Wall
Chapter 6   Mouth Keys
Order of Operations
Preparing to Build a Key Set
Default Shapes, Additive Shapes, and ss2_blend_taper
Building the Shapes
Part III   Animating and Modeling the Eyes and Brows
Chapter 7   Building Emotion:The Basics of the Eyes
Building an Upper Face for Practice
Using "Box Head"
Rules of the Game
Example Animations
Continuing and Practicing
Chapter 8   Constructing Eyes and Brows
Building Eyeballs
Building the Eye Sockets
Building the Forehead
Detailing the Inside of the Lid
Chapter 9   Eye and Brow Keys
Brow Shapes and Texture Maps
Building Realistic Brow Shapes
Building Stylized Brow Shapes
Tying Up Loose Ends
Part IV   Bringing it Together
Chapter 10   Connecting the Features
Building the Ear
Assembling the Head Pieces
Chapter 11   Skeletal Setup, Weighting, and Rigging
Weighting the Head
The SS2 Eye Rig
Zipper Lips
Chapter 12   Interfaces for Your Faces
Using Expressions to Animate
Interface Concepts
Prep Work for Your Own Setup
Sharing Control Schemes
The "Just Do This" Part
Chapter 13   Squash and Stretch and Squoosh
Local Rigs
Global Rigs
The "Real" Character Has No Rig!Not Using Wraps Changes a Few Things
Tutorial: Rigging Squoosh
Chapter 14