FaceNinja

Reference · ARKit · face tracking

The 52 ARKit blendshapes, on a real head.

ARKit describes a face with 52 blendshapes: weights from 0 to 1 for movements such as jawOpen or eyeBlinkLeft. An iPhone's face tracking sends these weights, and Live Link Face, VTubing apps and game engines play them back on any head that has the same 52 shapes. Here is every name, what it moves, and a head that has all of them.

Free Sign up free and download 20 high-quality MetaHuman sample heads: 4K skin, 52 ARKit shapes, GLB/FBX/MetaHuman ZIP.

All 52, by part of the face

The names are exactly as Apple writes them. Left and Right are the face's own left and right, not the viewer's.

Eyes14 shapes

  1. eyeBlinkLeft
    eyeBlinkRight
    Closes the eyelid.
  2. eyeLookDownLeft
    eyeLookDownRight
    The eyelids follow a downward gaze.
  3. eyeLookInLeft
    eyeLookInRight
    The eyelids follow a gaze towards the nose.
  4. eyeLookOutLeft
    eyeLookOutRight
    The eyelids follow a gaze away from the nose.
  5. eyeLookUpLeft
    eyeLookUpRight
    The eyelids follow an upward gaze.
  6. eyeSquintLeft
    eyeSquintRight
    Narrows the eye: the lower lid and the cheek rise.
  7. eyeWideLeft
    eyeWideRight
    Opens the eye wide: the upper lid rises.

Jaw4 shapes

  1. jawForwardPushes the jaw forward.
  2. jawLeftMoves the jaw to the face's left.
  3. jawRightMoves the jaw to the face's right.
  4. jawOpenOpens the jaw.

Mouth23 shapes

  1. mouthCloseCloses the lips while the jaw stays open; used together with jawOpen.
  2. mouthFunnelRounds the open lips into a funnel, as in "oo".
  3. mouthPuckerPushes the closed lips forward, as in a kiss.
  4. mouthLeftMoves both lips to the face's left.
  5. mouthRightMoves both lips to the face's right.
  6. mouthSmileLeft
    mouthSmileRight
    Raises the corner of the mouth.
  7. mouthFrownLeft
    mouthFrownRight
    Lowers the corner of the mouth.
  8. mouthDimpleLeft
    mouthDimpleRight
    Pulls the corner of the mouth back, towards the dimple.
  9. mouthStretchLeft
    mouthStretchRight
    Stretches the corner of the mouth sideways and down.
  10. mouthRollLowerRolls the lower lip in, over the teeth.
  11. mouthRollUpperRolls the upper lip in, over the teeth.
  12. mouthShrugLowerPushes the lower lip up and out.
  13. mouthShrugUpperPushes the upper lip up and out.
  14. mouthPressLeft
    mouthPressRight
    Presses the lower lip up against the upper lip on that side.
  15. mouthLowerDownLeft
    mouthLowerDownRight
    Pulls the lower lip down on that side.
  16. mouthUpperUpLeft
    mouthUpperUpRight
    Raises the upper lip on that side.

Brows5 shapes

  1. browDownLeft
    browDownRight
    Lowers the outer part of the brow.
  2. browInnerUpRaises the inner ends of both brows.
  3. browOuterUpLeft
    browOuterUpRight
    Raises the outer part of the brow.

Cheeks3 shapes

  1. cheekPuffPuffs both cheeks out.
  2. cheekSquintLeft
    cheekSquintRight
    Raises the cheek around the lower eyelid.

Nose2 shapes

  1. noseSneerLeft
    noseSneerRight
    Raises the side of the nose, as in a sneer.

Tongue1 shapes

  1. tongueOutPushes the tongue out of the mouth.

Source of the names: Apple's ARKit documentation.

Move the shapes on a real head

These are the sample heads, as FaceNinja made them from one photo each. Load one and drag the sliders: each slider is one ARKit shape on that face, and the expressions mix several.

Inspection benchStill image

Sample heads

The 3D MetaHuman head FaceNinja made from photo S-07

Arrow keys turn the head. Plus and minus zoom. Zero resets the view. Escape leaves the viewer.

Expression
View
Lighting

ARKit readout

The values follow the expression. Drag a slider to set one shape.

Synthetic personThe preview is compressed for the web. The download has the full 4K maps.

Six expressions, and the shapes that make them

An expression is a mix of shapes. Each still below is sample S-16 with the shapes under it turned up; the neutral face has none.

  • Sample S-16, a synthetic person, with NeutralNeutral
    —
  • Sample S-16, a synthetic person, with mouthSmileLeft, mouthSmileRightSmile
    mouthSmileLeft mouthSmileRight
  • Sample S-16, a synthetic person, with jawOpen, browInnerUpSurprise
    jawOpen browInnerUp
  • Sample S-16, a synthetic person, with browDownLeft, mouthFrownLeftFrown
    browDownLeft mouthFrownLeft
  • Sample S-16, a synthetic person, with mouthPuckermouthPucker
  • Sample S-16, a synthetic person, with eyeBlinkLefteyeBlinkLeft

Why tongueOut needs a tongue

tongueOut only shows on a head with a tongue and a mouth that opens far enough. FaceNinja heads have both, so the GLB and the FBX carry all 52 shapes, tongueOut included.

Perfect Sync: the 52 shapes in VTubing

In VTubing, an avatar with all 52 ARKit shapes is called Perfect Sync (パーフェクトシンク): tracking from an iPhone drives each shape directly instead of a few presets. Apps built on VRM need a VRM file, which FaceNinja does not make. Our free Creator Kit takes the other route: your head becomes a MetaHuman in Unreal Engine, driven by Live Link Face or a webcam.

Where the 52 shapes live in each engine

The same 52 names in four engines
EngineWhere the shapes areNote
Unreal EngineMorph targets on the Skeletal Mesh; Live Link Face drives them by name.Import with morph targets on, and tick Used with Morph Targets on the head's materials (docs).
UnityBlend shapes on the Skinned Mesh Renderer, from the FBX.Import BlendShapes is on by default in the model's import settings.
Godot 4Blend shapes on the MeshInstance3D, from the GLB.find_blend_shape_by_name() gives the index for set_blend_shape_value().
three.jsmesh.morphTargetDictionary maps each name to its index in mesh.morphTargetInfluences.Load the GLB with GLTFLoader.

Questions about ARKit blendshapes

01What are ARKit blendshapes?
The 52 named face movements Apple defined for face tracking on iPhone and iPad. Each is a weight from 0 to 1, and any expression is a mix of them.
02How many ARKit blendshapes are there?
52: 14 for the eyes, 4 for the jaw, 23 for the mouth, 5 for the brows, 3 for the cheeks, 2 for the nose and 1 for the tongue.
03Do I need an iPhone?
To capture all 52 live, you need a device with Apple's face tracking, such as an iPhone with Face ID; Live Link Face uses it. To play them back, any engine that reads blendshapes works, with no iPhone.
04Do FaceNinja heads include tongueOut?
Yes. The GLB and the FBX carry all 52 shapes, tongueOut included, made for each face.
05What is Perfect Sync?
A VTubing term for an avatar that has all 52 ARKit shapes, so face tracking drives each one directly.
06Can I try a head with all 52 shapes?
Yes. Sign up free and download the 20 sample heads: every GLB and FBX has all 52.

Can I try a head with all 52 shapes?

Yes. Sign up free and download the 20 sample heads: every GLB and FBX has all 52.