Abstract
Machinima
is digital visuals created with game engines that build real time 3D CG (computer graphic) environment.
Composition of scene and facial animation play important role in composition of Machinima’s videos. Character facial
animation is frequently used in scene composition that mainly displays face and upper body of the character. Expressing
character’s emotion is an important factor in describing story of the animation. This paper provides three methods for
character facial animation based on game engine, and applied them to real facial animation of Machinima cha racters.
Through this process, we could match the most suitable facial animation to three types of scene composition by analyzing
scene composition of the most renowned game of Machinima, ‘Walking dead episode1’. Morph animation is suitable for
medium clos e up and medium shot. Motion capture is efficient for over shoulder shot. However, during the process of
combining body motion and facial animation, Motion capture was more difficult to reuse resources than morph animation
and animated texture. When making pipelines for an independent video content, these findings could contribute to
establishment of efficient resource production process based on real time rendering technology, which is a strength of game
engine. In addition, this research provides guidelin es of suitable production method best suitable to special traits of character
animation.