IP Library Granted Patent US 12,374,014
Granted Patent B2
US 12,374,014 · App. 17/643,065 · Granted Jul 29, 2025

Predicting facial expressions using character motion states

Inventors: Wolfram Sebastian Starke (Edinburgh, GB); Igor Borovikov (Foster City, CA); Harold Henry Chaput (Castro Valley, CA)
Assignee: Electronic Arts Inc.
G06T13/40G06N20/20G06T13/205G06T17/205
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Quick Facts
Patent No.
US 12,374,014
App. No.
17/643,065
Granted
Jul 29, 2025
Kind
B2
Abstract

Systems and methods for identifying one or more facial expression parameters associated with a pose of a character are disclosed. A system may execute a game development application to identify facial expression parameters for a particular pose of a character. The system may receive an input identifying the pose of the character. Further, the system may provide the input to a machine learning model. The machine learning model may be trained based on a plurality of poses and expected facial expression parameters for each pose. Further, the machine learning model can identify a latent representation of the input. Based on the latent representation of the input, the machine learning model can generate one or more facial expression parameters of the character and output the one or more facial expression parameters. The system may also generate a facial expression of the character and output the facial expression.

Claims (85)

1. A system comprising:

one or more processors; and

a computer-readable storage medium including machine-readable instructions that, when executed by the one or more processors, cause the one or more processors to execute a game development application, the game development application configured to:

receive a first input identifying a character pose of a first virtual character, the character pose of the first virtual character being defined by location information of a plurality of joints of a character skeleton;

apply a first machine learning model to the character pose of the first virtual character, wherein the first machine learning model is configured to generate one or more facial expression parameters of a facial expression of the first virtual character based at least in part on the character pose of the first virtual character, wherein the first machine learning model is trained based on mappings of character pose inputs to facial expression parameter outputs, wherein the game development application is configured to apply the first machine learning model to the character pose of the first virtual character to:

identify a first latent representation of the character pose of the first virtual character in latent space, and

generate the one or more facial expression parameters of the facial expression of the first virtual character based at least in part on the first latent representation of the character pose of the first virtual character; and

output the one or more facial expression parameters of the facial expression of the first virtual character, wherein a pose of a first portion of a character model of the first virtual character comprises the character pose of the first virtual character that is identified based at least in part on the first input, wherein an expression of a second portion of the character model of the first virtual character comprises the facial expression of the first virtual character that is generated based at least in part on the first latent representation of the character pose of the first virtual character, and wherein the first portion of the character model of the first virtual character is separate from the second portion of the character model of the first virtual character.

2. The system of claim 1 , wherein the game development application is further configured to:

receive a second input identifying at least one of image data associated with the first virtual character, audio data associated with the first virtual character, player data of a player associated with the first virtual character, a context of a video game associated with the first virtual character, a genre of the video game associated with the first virtual character, or one or more labels associated with the first virtual character, wherein to apply the first machine learning model to the character pose of the first virtual character, the game development application is further configured to apply the first machine learning model to the character pose of the first virtual character and the second input, wherein the first latent representation of the character pose of the first virtual character is a first latent representation of the character pose of the first virtual character and the second input.

3. The system of claim 1 , wherein the first input comprises at least one of motion capture data associated with a motion capture sensor or key-frame data.

4. The system of claim 1 , wherein the game development application is further configured to:

apply a second machine learning model to the character pose of the first virtual character, wherein the second machine learning model is configured to generate one or more facial expression parameters of a facial pose of a second virtual character based at least in part on the character pose of the first virtual character, wherein the game development application is configured to apply the second machine learning model to the character pose of the first virtual character to:

identify a second latent representation of the character pose of the first virtual character in latent space, and

generate the one or more facial expression parameters of the facial pose of the second virtual character based at least in part on the second latent representation of the character pose of the first virtual character; and

output the one or more facial expression parameters of the facial pose of the second virtual character.

5. The system of claim 1 , wherein the one or more facial expression parameters of the facial expression of the first virtual character comprise one or more labels, each of the one or more facial expression parameters of the facial expression of the first virtual character identifying an emotion of the first virtual character and associated with a particular weight.

6. The system of claim 1 , wherein the game development application is further configured to:

apply a second machine learning model to the character pose of the first virtual character, wherein the second machine learning model is configured to generate one or more facial expression parameters of a facial pose of a second virtual character based at least in part on the character pose of the first virtual character, wherein the game development application is configured to apply the second machine learning model to the character pose of the first virtual character to:

identify a second latent representation of the character pose of the first virtual character in latent space, and

generate the one or more facial expression parameters of the facial pose of the second virtual character based at least in part on the second latent representation of the character pose of the first virtual character;

output the one or more facial expression parameters of the facial pose of the second virtual character;

apply a third machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character, wherein the third machine learning model is configured to generate the facial expression of the first virtual character based at least in part on the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character, wherein the game development application is configured to apply the third machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character to:

identify a latent representation of the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character, and

generate the facial expression of the first virtual character based at least in part on the latent representation of the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character; and

output the facial expression of the first virtual character.

7. The system of claim 1 , wherein the game development application is further configured to:

apply a second machine learning model to the character pose of the first virtual character, wherein the second machine learning model is configured to generate one or more facial expression parameters of a facial pose of a second virtual character based at least in part on the character pose of the first virtual character, wherein the game development application is configured to apply the second machine learning model to the character pose of the first virtual character to:

identify a second latent representation of the character pose of the first virtual character in latent space, and

generate the one or more facial expression parameters of the facial pose of the second virtual character based at least in part on the second latent representation of the character pose of the first virtual character;

output the one or more facial expression parameters of the facial pose of the second virtual character;

apply a third machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character, wherein the third machine learning model is configured to generate the facial expression of the first virtual character based at least in part on the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character, wherein the game development application is configured to apply the third machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character and the one or more facial expression parameters of the facial pose of the second virtual character to:

identify a latent representation of the one or more facial expression parameters of the facial expression of the first virtual character and a latent representation of the one or more facial expression parameters of the facial pose of the second virtual character, and

generate the facial expression of the first virtual character based at least in part on the latent representation of the one or more facial expression parameters of the facial expression of the first virtual character and a facial expression of the second virtual character based at least in part on the latent representation of the one or more facial expression parameters of the facial pose of the second virtual character;

determine the facial expression of the first virtual character and the facial expression of the second virtual character are within a particular range of facial expressions; and

output the facial expression of the first virtual character and the facial expression of the second virtual character based at least in part on determining the facial expression of the first virtual character and the facial expression of the second virtual character are within the particular range of facial expressions.

8. The system of claim 1 , wherein the first input is associated with a single frame or a plurality of frames.

9. The system of claim 1 , wherein the game development application is further configured to:

obtain a training data set, wherein the training data set indicates the mappings of the character pose inputs to the facial expression parameter outputs; and

train the first machine learning model using the training data set.

10. The system of claim 1 , wherein the game development application is further configured to:

apply a second machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character, wherein the second machine learning model is configured to generate the facial expression of the first virtual character based at least in part on the one or more facial expression parameters of the facial expression of the first virtual character, wherein the game development application is configured to apply the second machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character to:

identify a latent representation of the one or more facial expression parameters of the facial expression of the first virtual character, and

generate the facial expression of the first virtual character based at least in part on the latent representation of the one or more facial expression parameters of the facial expression of the first virtual character; and

output the facial expression of the first virtual character, wherein the facial expression of the first virtual character comprises at least one of one or more morph meshes, one or more displacement maps, one or more shader parameters, one or more muscle sets, or one or more labels.

11. The system of claim 1 , wherein the game development application is further configured to:

apply a second machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character, wherein the second machine learning model is configured to generate the facial expression of the first virtual character based at least in part on the one or more facial expression parameters of the facial expression of the first virtual character, wherein the game development application is configured to apply the second machine learning model to the one or more facial expression parameters of the facial expression of the first virtual character to:

identify a latent representation of the one or more facial expression parameters of the facial expression of the first virtual character, and

generate the facial expression of the first virtual character and a probability associated with the facial expression of the first virtual character based at least in part on the latent representation of the one or more facial expression parameters of the facial expression of the first virtual character; and

output the facial expression of the first virtual character and the probability associated with the facial expression of the first virtual character.

12. The system of claim 1 , wherein the game development application is further configured to:

generate an output by combining the character pose of the first virtual character and the one or more facial expression parameters of the facial expression of the first virtual character; and

provide the output to a computing device.

13. The system of claim 1 , wherein to output the one or more facial expression parameters of the facial expression of the first virtual character, the game development application is further configured to:

output a recommendation that recommends the facial expression of the first virtual character for the first virtual character based at least in part on the one or more facial expression parameters of the facial expression of the first virtual character.

14. A computer-implemented method comprising:

as implemented by an interactive computing system configured with specific computer-executable instructions during runtime of a game development application,

receiving a first input identifying a character pose of a virtual character, the character pose of the virtual character being defined by location information of a plurality of joints of a character skeleton;

applying a first machine learning model to the character pose of the virtual character, wherein the first machine learning model is configured to generate one or more facial expression parameters of a facial expression of the virtual character based at least in part on the character pose of the virtual character, wherein the first machine learning model is trained based on mappings of character pose inputs to facial expression parameter outputs, wherein applying the first machine learning model to the character pose of the virtual character comprises:

identifying a latent representation of the character pose of the virtual character in latent space, and

generating the one or more facial expression parameters of the facial expression of the virtual character based at least in part on the latent representation of the character pose of the virtual character; and

outputting the one or more facial expression parameters of the facial expression of the virtual character, wherein a pose of a first portion of a character model of the virtual character comprises the character pose of the virtual character that is identified based at least in part on the first input, wherein an expression of a second portion of the character model of the virtual character comprises the facial expression of the virtual character that is generated based at least in part on the latent representation of the character pose of the virtual character, and wherein the first portion of the character model of the virtual character is separate from the second portion of the character model of the virtual character.

15. The computer-implemented method of claim 14 further comprising:

applying a second machine learning model to the one or more facial expression parameters of the facial expression of the virtual character, wherein the second machine learning model is configured to generate the facial expression of the virtual character based at least in part on the one or more facial expression parameters of the facial expression of the virtual character, wherein applying the second machine learning model to the one or more facial expression parameters of the facial expression of the virtual character comprises:

identifying a latent representation of the one or more facial expression parameters of the facial expression of the virtual character, and

generating the facial expression of the virtual character based at least in part on the latent representation of the one or more facial expression parameters of the facial expression of the virtual character; and

outputting the facial expression of the virtual character.

16. The computer-implemented method of claim 14 further comprising:

receiving a second input identifying at least one of image data associated with the virtual character, audio data associated with the virtual character, player data of a player associated with the virtual character, a context of a video game associated with the virtual character, a genre of the video game associated with the virtual character, or one or more labels associated with the virtual character, wherein applying the first machine learning model to the character pose of the virtual character further comprises applying the first machine learning model to the character pose of the virtual character and the second input, wherein the latent representation of the character pose of the virtual character is a latent representation of the character pose of the virtual character and the second input.

17. The computer-implemented method of claim 14 further comprising:

generating an output by combining the character pose of the virtual character and the one or more facial expression parameters of the facial expression of the virtual character; and

providing the output to a computing device.

18. A non-transitory computer-readable medium storing computer-executable instructions that, when executed by one or more computing devices, configure the one or more computing devices to execute a game development application, the game development application configured to:

receive a first input identifying a character pose of a virtual character, the character pose of the virtual character being defined by location information of a plurality of joints of a character skeleton;

apply a first machine learning model to the character pose of the virtual character, wherein the first machine learning model is configured to generate one or more facial expression parameters of a facial expression of the virtual character based at least in part on the character pose of the virtual character, wherein the first machine learning model is trained based on mappings of character pose inputs to facial expression parameter outputs, wherein the game development application is configured to apply the first machine learning model to the character pose of the virtual character to:

identify a latent representation of the character pose of the virtual character in latent space, and

generate the one or more facial expression parameters of the facial expression of the virtual character based at least in part on the latent representation of the character pose of the virtual character; and

output the one or more facial expression parameters of the facial expression of the virtual character, wherein a pose of a first portion of a character model of the virtual character comprises the character pose of the virtual character that is identified based at least in part on the first input, wherein an expression of a second portion of the character model of the virtual character comprises the facial expression of the virtual character that is generated based at least in part on the latent representation of the character pose of the virtual character, and wherein the first portion of the character model of the virtual character is separate from the second portion of the character model of the virtual character.

19. The non-transitory computer-readable medium of claim 18 , wherein the game development application is further configured to:

apply a second machine learning model to the one or more facial expression parameters of the facial expression of the virtual character, wherein the second machine learning model is configured to generate the facial expression of the virtual character based at least in part on the one or more facial expression parameters of the facial expression of the virtual character, wherein the game development application is configured to apply the second machine learning model to the one or more facial expression parameters of the facial expression of the virtual character to:

identify a latent representation of the one or more facial expression parameters of the facial expression of the virtual character, and

generate the facial expression of the virtual character based at least in part on the latent representation of the one or more facial expression parameters of the facial expression of the virtual character; and

output the facial expression of the virtual character.

20. The non-transitory computer-readable medium of claim 18 , wherein the game development application is further configured to:

receive a second input identifying at least one of image data associated with the virtual character, audio data associated with the virtual character, player data of a player associated with the virtual character, a context of a video game associated with the virtual character, a genre of the video game associated with the virtual character, or one or more labels associated with the virtual character, wherein to apply the first machine learning model to the character pose of the virtual character, the game development application is further configured to apply the first machine learning model to the character pose of the virtual character and the second input, wherein the latent representation of the character pose of the virtual character is a latent representation of the character pose of the virtual character and the second input.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 1, 2025
From: STARKE, WOLFRAM SEBASTIAN; BOROVIKOV, IGOR; CHAPUT, HAROLD HENRY
To: ELECTRONIC ARTS INC.
Reel/Frame 070999/0707 →
Continuity (1)
Related Publication 20230177755A1 · Jun 8, 2023
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