Linear Deformation on 3D Face Model for Facial Animation Joannes Agung Satriyo Pamungkas Master of Informatics Engineering University of Atma Jaya Yogyakarta Sleman, Indonesia 155302361@students.uajy.ac.id Suyoto Master of Informatics Engineering University of Atma Jaya Yogyakarta Sleman, Indonesia suyoto@mail.uajy.ac.id Samuel Gandang Gunanto Department of Animation Indonesian Institute of The Arts Yogyakarta, Indonesia gandang@isi.ac.id Abstract— Facial animation an important part in the 3D virtual world which is the process of moving the character's face in 3D according to the joint motion that follows the reference human face. Importance of expression in the world of animation is a manifestation of its life an animated character. Importance of expression in the world of animation is a manifestation of its life an animated character. Use the data feature-point to capture facial movements, will be able to put the location of point features 3D models to follow the movements of the human face feature. To overcome facial deformation source with the character's face, Linear Blend Skinning basic methods need to be used so that the deformation process can still display the facial characters expressions were reasonable or natural. Using clustering data clustering as membership data each centroid as the area affected by the deformation. Transformation of linear deformation using LBS has a good ability in determine the amount of change in the new coordinate point in accordance with changes in human facial expressions. The change capable of to properly visualized in the form vertec or scatter-data or using a polygonal mesh. With these visualizations can be shown by good deformation. Keywords— facial animation; linear blend skinning; liniear deformation; scatter-data; feature-point; mesh poligonal; I. INTRODUCTION Facial animation an important part in the 3D virtual world which is the process of moving the character's face in 3D according to the joint motion that follows the reference human face. For example, the movement of facial animation consists of blinking eye movements, the movement of the lips when speaking, the movement of facial skin when facial expression. Evocation expression in facial animation could use non- reference marker or markers. Marker used as the reference position of the movement is based on the feature-point motion on the face, in this case the position of the facial muscles. Whereas non-reference marker refers to techniques blend shape or 3D scanning. In this study, observations were made on the feature-point position as a reference point movement captures the facial skin to produce expression [1]. The expression is an important component in explaining the mood of a figure or characters. So that figure or characters can express themselves through facial expressions. This expression is non-verbal communication [2]. The process of facial expression, for example, in the initial expression is changed from standstill to pleased or happy expression there are changes in the location of point features on the face [3]. The change process resulted in the deformation on the surface of the face, particularly in areas affected by change due to movement. Deformation in the face of a 3D model is unique and cannot be used directly for the other models. This specificity impact on the visualization process changes [4]. If desired change in instantaneous deformation on the face, it will require high computing computation and many memory resources. This study uses a linear deformation, is linear blend skinning (LBS). This method is widely used because by having more computing simple and does not require high resource, so it is possible to be applied in the processing of instant or real-time. II. STATE OF THE ART A. Facial Animation Facial animation is a process of motion on 3D models a realistic similar to human faces by displaying a wide range of emotion or expression [5]. Facial motion capture database is the data that shows the movement of facial expressions form a model or actor who has given a marker in the capture of the camera [6]. The action of a model or actor is doing a series of expressions like: silent, angry, very angry, scared, very scared, sad, very sad, surprised, very surprised, etc. Modeling of facial expressions requires a lot of cost and time, even with professional animators though. Therefore intuitive, easy and effective a facial expression system would be useful in a variety of industrial applications such as animated films and video games [6]. 2016 1st International Conference on Information Technology, Information Systems and Electrical Engineering (ICITISEE), Yogyakarta, Indonesia 87