“…All these works use either topological positions of vertices in the face or their correlation over animation sequence, neglecting the underlying blendshape model. Clustering based on the underlying deformation model has been considered in [33] and [34], where a goal of the former was to add a secondary motion to an animated character, and the latter proposes a segmentation for solving the inverse rig locally in a distributed fashion. However, in this paper we do not investigate further application of face clusters in solving our objective.…”