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Animation has always been part of Hollywood, with people referring to the golden age of animation, seven or eight decades ago, when cartoons were bright, colourful, funny, beautiful, and perfect. But the truth is these cartoons have always been a bit of a backwater - the province of Disney kid's films, Looney Tunes, and maybe a one off special effect. These days, animation is everywhere.
Pixar and DreamWorks are a household name in animation, creating masterpieces like Toy Story, Shrek and The Incredibles prove that a digitally animated movie can have more heart, and actually have a larger audience than a live-action film. Depictions of the fantastic flying superheroes, ferocious monsters, and battling spacecraft - rely on software to maintain the audience's suspension of disbelief.
Even the most realistic movies call on animators to simulate an ungettable shot or to make a moment just that bit more perfect. Fifty years ago, there were about 1000 animators in Hollywood with more then half of them working at Disney. Today, there are countless digital animators, effects specialists, and videogame makers in every major city. Whole categories of filmmaking professionals, from set designers to cinematographers, have been supplemented by computer generated images, motion capture, and digital compositing.
Animating and morphing three dimensional facial models and expressions has always been a complicated task for all graphical animators.  This chapter represents issues as well as the different aspects of facial animations; this will include the history behind facial expression animations and will also discuss the increasingly popular and commonly used software packages which enable one to successfully animate various facial expressions.
Together with, a brief summary of the current top five morphing applications that are available will be included; these will set the basic grounds for the morphing tool that is to be developed. In addition to this, the chapter will consist of the broad range of past research including the history, psychology, facial modelling and animation techniques.
This background research has been conducted to make sure that a unique tool is designed and implemented which will benefit the users it is intended for. The subsections within this chapter cover how facial expression animations are dealt with as well as its development over time. Section 1.1 consists of the background history behind computer facial animations which includes the historical review. Section 1.2 explains various psychological theories on facial animation.
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