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<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">SSR</journal-id><journal-title-group><journal-title>Scientific and Social Research</journal-title></journal-title-group><issn>2661-4332</issn><eissn>2981-9946</eissn><publisher><publisher-name>Bio-Byword Scientific Publishing Pty. Ltd.</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26689/ssr.v7i7.11652</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>Research on facial Micro-Expressions of Digital Humans on AIGC</title><url>https://artdesignp.com/journal/SSR/7/7/10.26689/ssr.v7i7.11652</url><author>XuMingming</author><pub-date pub-type="publication-year"><year>2025</year></pub-date><volume>7</volume><issue>7</issue><history><date date-type="pub"><published-time>2025-08-12</published-time></date></history><abstract>Digital-human facial Micro-expression generation suit constructs the film CG’s basic model. This can be used to upgrade the basic CG digital-human to an intelligent digital-human. Digital humans lack the reality in micro-expressions, so the effect is lost during application in film or interactive games. This paper introduced the face plus-in of a soft mod manipulator, accurately calculated the expression feature points by using the blend shape technology, and proposed a method to produce CG digital human micro-expressions using markerless point capture. The study showed that this micro-expression technology can be applied to realistic digital humans. Finally, this technical method of micro-expression production can achieve a satisfactory in-depth experience effect for the audience in virtual studio platforms, CG films, and interactive games. This study proves the feasibility and importance of this technology.</abstract><keywords/></article-meta></front><body/><back><ref-list><ref id="B1" content-type="article"><label>1</label><element-citation publication-type="journal"><p>Wang S, 2018, A Review of 3D Face Expression Acquisition and Reconstruction Techniques. 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