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iPhone X Facial Capture – Apple blendshapes

By on May 22, 2018

Project bebyface is a series of tests I’ve been doing to find a fast pipeline for performance capture (Face and body) that we can use for our up and coming game Bebylon: Battle Royale. http://bebylon.world

Check out the previous tests for more info regarding the iPhone X capture process.  (starting with the most recent)


 

Apple ARKit Blendshapes

Along this journey a super cool developer extracted and sent me Apples blendshapes used in ARKit which I used in Maya (using built-in deformers) to generate a fresh set of blendshapes for our beby character. They were not a drastic improvement over the make shift blendshapes I originally made but they definitely helped achieve a more natural look and act as a perfect starting point for creative augmentation.   I wish this was a more full blown tutorial on that process (Hopefully thats something i can do very soon) but in the meantime, I’m attaching a link to the apple blendshape set that you can use as a reference or to generate blendshapes for your own character.

 

the Apple blendshapes are OBJ
 Apple blendshapes51 OBJs.zip

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2 Comments
  1. Reply

    James Mack

    May 26, 2018

    Hey, I loved your demo of Apples motion tracking tech. I have the original Faceshift and I was wondering how Apple was going to develop it. One quick question: Will you be releasing commercially the app you are using for the capture and transfer to Maya? I want to develop my own pipeline and this looks promising. Before I invest the time in programming, I would like to know what your future plans are. Perhaps I can wait on you to release what you have.

    • Reply

      Cory Strassburger

      May 28, 2018

      thanks James! I don’t have any plans to develop a commercial version, partially due to the lack of time and I mainly developed this for generating data for our game. I think its a worthy work flow to build a commercial app around, especially considering how fast, easy and flexible it is for the quality.

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