Animatomy is a high-end facial animation pipeline built on a novel face parameterization using contractile muscle curves. We present the construction and fitting of the muscle curves to a set of dynamic 3D scans for an actor (a), using a passive muscle simulation (b). Muscle contractions (strains) parameterize these scans and are used to learn a manifold of plausible facial expressions (c). The strains, in turn, control skin deformation (d) and readily transfer expression from an actor to characters. In production, the strains can be animated by performance capture (e) and animator interaction (f). ©Wētā FX.We present Animatomy, a novel anatomic+animator centric representation of the human face. Present FACS-based systems are plagued with problems of face muscle separation, coverage, opposition, and redundancy. We, therefore, propose a collection of muscle fiber curves as an anatomic basis, whose contraction and relaxation provide us with a fine-grained parameterization of human facial expression. We build an end-to-end modular deformation architecture using this representation that enables: automatic optimization of the parameters of a specific face from high-quality dynamic facial scans; face animation driven by performance capture, keyframes, or dynamic simulation; interactive and direct manipulation of facial expression; and animation transfer from an actor to a character. We validate our facial system by showing compelling animated results, applications, and a quantitative comparison of our facial reconstruction to ground truth performance capture. Our system is being intensively used by a large creative team on the film "Avatar: The Way of Water". We report feedback from these users as qualitative evaluation of our system.