
	This is a Simple MUSCLE BASED Facial Animation System


Features:	- Very fast (with a little optimization  30 fps easy)
		- Supports texture mapping

	It is not the most accurate in the world but it is good for
	use as a previewer to a physically based (mass and spring system)
	facial animation system, For example.

The texture map is loaded from the file face.texture is the *main* directory.
The RIGHTMOUSE renders in Polygon Mode
The LEFTMOUSE  renders in WireFrame Mode
The MIDDLEMOUSE choose a vertex and reports its position etc...

The numeric keypad controls the rotation and translation of the head.
#5 returns the head to the starting position.




This was original developed by  Keith Waters for a Doctoral Dissertation.
Dr. Waters is now at Digital Equipment Co. in Boston.

He passed on a copy of the code to Carol Wang at UCalgary who made some
modification (with Vince DeMarco).

A version of this will also be publish in a book to be published in 1992
by Waters and Parke on facial animation.


Steve Franks at Sony Computer Science (me) basically re-wrote the entire
package to make it run faster and do some experiments. Although it is
pretty fast now I think it can be optimized quite a bit still.


Things To be Done:

	- The mouth area needs alot of work, it would be nice to control
	everything by muscles instead of the lipY lipZ parameters.

	- Of course a nicer control method is needed (and is being worked on)

	- Define the FACS AU in terms of muscles etc...

	- Add speech phonemes (with a new mouth area).

	- Incorporate texture mapping for the mouth (easy and looks neat).
	
	- Add eyes from other model, 

	- Add eyelids using contraint method to keep them on the
	  surface of the eye.

	- *I* would really like to see tears added to the model, hopefully
	  in a general way.

	


	Steve Franks
	stevef@csl.sony.co.jp
