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Face effects

Face Avatar Drive

Use Face Avatar Drive to control your 3D model with blendshapes and reflect the user’s facial expressions.

Be prepared to use the FaceAvatarDrive Visual scripting node to control the Deformation component to implement the facial avatar drive.

Note
Note

We currently only support a single person’s FaceAvatarDrive

Quick start

Preparing the Face Avatar Drive model asset

Face Avatar Drive can drive the model’s blendShape channels to reflect the movements of specific facial features. In order for the Face Avatar Drive to control the 52 supported features, we need to prepare 1 blendShape with different targets matching the facial feature name accordingly in our model.

In order to create multiple targets to FBX, you can refer to the Maya website or other digital content creation tool manuals for more details.

Please match the following naming for the blendShape target:

  • eyeBlinkLeft
  • eyeLookDownLeft
  • eyeLookInLeft
  • eyeLookOutLeft
  • eyeLookUpLeft
  • eyeSquintLeft
  • eyeWideLeft
  • eyeBlinkRight
  • eyeLookDownRight
  • eyeLookInRight
  • eyeLookOutRight
  • eyeLookUpRight
  • eyeSquintRight
  • eyeWideRight
  • jawForward
  • jawLeft
  • jawRight
  • jawOpen
  • mouthClose
  • mouthFunnel
  • mouthPucker
  • mouthLeft
  • mouthRight
  • mouthSmileLeft
  • mouthSmileRight
  • mouthFrownLeft
  • mouthFrownRight
  • mouthDimpleLeft
  • mouthDimpleRight
  • mouthStretchLeft
  • mouthStretchRight
  • mouthRollLower
  • mouthRollUpper
  • mouthShrugLower
  • mouthShrugUpper
  • mouthPressLeft
  • mouthPressRight
  • mouthLowerDownLeft
  • mouthLowerDownRight
  • mouthUpperUpLeft
  • mouthUpperUpRight
  • jawForward
  • jawLeft
  • jawRight
  • jawOpen
  • mouthClose
  • mouthFunnel
  • mouthPucker
  • mouthLeft
  • mouthRight
  • mouthSmileLeft
  • mouthSmileRight
  • mouthFrownLeft
  • mouthFrownRight
  • mouthDimpleLeft
  • mouthDimpleRight
  • mouthStretchLeft
  • mouthStretchRight
  • mouthRollLower
  • mouthRollUpper
  • mouthShrugLower
  • mouthShrugUpper
  • mouthPressLeft
  • mouthPressRight
  • mouthLowerDownLeft
  • mouthLowerDownRight
  • mouthUpperUpLeft
  • mouthUpperUpRight
  • browDownLeft
  • browDownRight
  • browInnerUp
  • browOuterUpLeft
  • browOuterUpRight
  • cheekPuff
  • cheekSquintLeft
  • cheekSquintRight
  • noseSneerLeft
  • noseSneerRight
  • tongueOut

You can check the example FBX as reference.

↓ avatarDrive_23_freshBlend.zip

Tip
Tip
  • You don’t need to create exactly 52 channels or less. The Face Avatar Drive feature only recognizes the matched naming targets and will ignore the other channels.
  • We only support 1 blendShape, but you can add multiple targets

Import Face Avatar Drive model

Import the model and make sure “Import blendShape” is checked. You can also check all your blendShape targets in the mesh inspector.

Drag and drop the model from the Assets panel to the Hierarchy panel. You can see the Deformation component is auto-generated since the model contains blendShape.

Hook the Face Avatar Drive node

Pin the Deformation component to the Visual scripting panel as the input of FaceAvatarDrive node.

Create a model setup like this. Then you will get the facial expression updated.

Extension

You can also add the Head tracker as the parent to make your face avatar follow your head.

You can also play with the Face Avatar result nodes to create more advanced interactions.