# 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