ARKit 52 face shapes on a realistic guide
The 52 ARKit face shapes on an existing character, with the approved look kept, so the face works with iPhone capture, lip sync tools, Unity and Unreal.
- Role
- Face setup and shapes
- Tools
- Blender, Cycles
- Scope
- Paid-test stage, 1 day
- Delivered
- .blend, FBX, preview
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Shapes at full strength, named to the ARKit spec. The last tile combines a smile, a half blink and raised inner brows.
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Frames from the motion test with the client textures: neutral, blink, look left, look right, restrained smile.
The brief: prepare the full ARKit set on an AI-generated guide character without changing her approved look, then calm, natural facial animation and lip sync. The client and project are not named.
What the model needed first
- The left eye was fused to the lids: both eyes became separate objects that rotate for gaze.
- Up to 2 mm of asymmetry: evened out by moving vertices, not rebuilding the mesh, so UVs and textures stayed untouched.
- Lips shared vertices along the closing line: split so the mouth can open and press.
- Teeth and tongue added as separate objects that follow the jaw.
Status at this stage: all 52 shapes are set up with the exact names. Eyes, brows, cheeks, nose and the smile and press shapes are finished; the speech shapes and the jaw were still being refined while the inside of the mouth was rebuilt for a clean jawOpen.
How I work: you send the model (.blend or FBX) and one voice line; I prepare the face and the shapes, then a short lip sync test on that line so you can judge the speech before the full set. Communication in writing.