Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a human, a humanoid, an animal, a legendary creature or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation. Although development of computer graphics methods for facial animation started in the early-1970s, major achievements in this field are more recent and happened since the late 1980s. The body of work around computer facial animation can be divided into two main areas: techniques to generate animation data, and methods to apply such data to a character. Techniques such as motion capture and keyframing belong to the first group, while morph targets animation (more commonly known as blendshape animation) and skeletal animation belong to the second. Facial animation has become well-known and popular through animated feature films and computer games but its applications include many more areas such as communication, education, scientific simulation, and agent-based systems (for example online customer service representatives). With the recent advancements in computational power in personal and mobile devices, facial animation has transitioned from appearing in pre-rendered content to being created at runtime. History Human facial expression has been the subject of scientific investigation for more than one hundred years. Study of facial movements and expressions started from a biological point of view. After some older investigations, for example by John Bulwer in the late 1640s, Charles Darwin’s book The Expression of the Emotions in Men and Animals can be considered a major departure for modern research in behavioural biology. Computer based facial expression modelling and animation is not a new endeavour. The earliest work with computer based facial representation was done in the early-1970s. The first three-dimensional facial animation was created by Parke in 1972. In 1973, Gillenson developed an interactive system to assemble and edit line drawn facial images. in 1974, Parke developed a parameterized three-dimensional facial model. One of the most important attempts to describe facial movements was Facial Action Coding System (FACS). Originally developed by Carl-Herman Hjortsjö in the 1960s and updated by Ekman and Friesen in