I will make face blendshapes and shape keys for your character


About this gig
Face capture only works when shape keys are named and shaped to the ARKit spec. I build facial rigging for characters in Blender, with face blendshapes that deform cleanly and import correctly.
What you get:
- Shape keys built to ARKit naming and expression standards
- Clean deformation around the eyes, mouth, and jaw
- Tested export for Unreal, Unity, or iPhone capture apps
- Topology notes if your mesh needs adjusting
How it works:
- Send your character with a clean, neutral face
- I check topology, then sculpt the shape keys
- I test the expressions and the export
- You get the model, FBX, and a preview
Message me first with your target app or engine so I can confirm compatibility.
Get to know Helen
3D Modelling, Rigging, Animation, Anime and Takeout
- FromUnited Kingdom
- Member sinceOct 2026
Languages
English, French, German, Spanish, Italian
My Portfolio
FAQ
What is ARKit?
Apple’s face tracking system. It drives 52 named blendshapes, which iPhone capture apps map to your character.
Can you add shape keys to my existing model?
Yes, as long as the topology can support facial deformation. I’ll check before starting
Do I need all 52?
Partial sets cover common expressions. Premium has the full 52.
Is this the same as facial rigging with bones?
No. Shape keys are sculpted expressions. Bone-based facial controls can be quoted separately.
What if my mesh is too dense?
Message me first. I can reduce the poly count as an add-on.

