# Blendshapes Notes Considerations regarding blendshapes and compropmises to file complexity, size and demands ## CONSUMER BLENDSHAPE SOLUTIONS ### VRM By default, VRM blendshapes are: https://vrm.dev/univrm/blendshape/blendshape_setup.html *Lowest common-denominator for emoting ### ARKIT - But most users who want to vtube will likely use: Apple ARKIT blendshapes - Any iphone X/XR and above has the capability to be a facial mocap tracking device - ARKIT is not included as an OPENXR adopter, likely a newer ARKIT blendshape standard is a sleeper in the works related to their glasses play - https://arkit-face-blendshapes.com/ - https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation - Authoring Resources - https://github.com/hinzka/52blendshapes-for-VRoid-face - https://hinzka.hatenablog.com/ ### OPENXR - Used by HTC-VIVE and OCULUS - Likely to be something people will demand 2023 with Oculus Quest 3 using the OpenXR facetracking standard - https://developer.oculus.com/documentation/native/android/move-ref-blendshapes/ *add later -> HTC and Oculus have different implementations of OpenXR blendshapes? ## PRO/PROSUMER BLENDSHAPE SOLUTIONS ### FACEWARE FACS and ROM *add later ### FACEGOOD *add later ### NVIDIA Audio2Face *add later ## SLEEPERS - Currently not public ### EPIC - Epic has been gobbling up face tracking solutions - Likely to assume metaverse play from EPIC will be a combination of these acquisitions as an upgrade from their current ARKIT based livelnk face tracking solution - **Hypersense** is topology dependent, so face meshes need to have standardized topology - https://www.epicgames.com/site/en-US/news/hyprsense-team-joins-epic - **Cubic Motion** - https://cubicmotion.com/ *note: review and add TLDR ### TAKE-TWO INTERACTIVE - DynamicXYZ acquired by Rockstar - Likely closed for internal Rockstar titles