ABSTRACT

This version of the code uses simple keyboard bindings to drive the face and was written in C using OpenGL display commands. The data structures are more complex than necessary; however, they do provide a certain amount of design flexibility and scope for further development. The geometry is based on a discrete triangle representation documented in the header files. Once you have understood this simple geometry configuration, it should be straightforward to convert your face data into this representation. As a final step, the muscle geometry file will have to be adapted to the face geometry you provide. This step simply involves the specification of the head and tail of each muscle as a pair of three-space vectors. A copy of the code can be obtained at the following site: https://www.faceanimation.com.