For real-time facial capture, the team needed a workflow to quickly generate ARKit-compatible facial blendshapes. I tested the Faceit workflow in Blender to evaluate how efficiently we could set up and validate facial shapes.
I also added a tension map setup using Chirag Raman’s Mesh Tension add-on, then made a few modifications to improve performance. The goal was to generate deformation-driven tension data that could later be used to drive wrinkle maps or other facial detail effects in the shader.