ARKit Setup

This section holds the general settings and prerequisites for the ARKit motion capture utilities. If you are new to the ARKit capturing workflow then please checkout the Overview Section first.

Important - Object Registration

If you did not register your characters objects already in the Faceit process then you will have to perform the Registration (Setup until 1.2!) before starting the mocap session. You do not need to assign any vertex groups if you don't mean to perform the rigging process.

ARKit Target Shapes (Retargeting Mocap)

The ARKit Shapes List is a powerful retargeting tool. It consists of the 52 ARKit "Source" Shapes and the respective "Target" Shapes. Before any of the ARKit Utilities can be used, this list has to be populated. It doesn't matter if you created the 52 ARKit expressions with Faceit or by another way. You can even specify multiple Target Shapes for one ARKit Source Shape (e.g. CheekBlow_L and CheekBlow_R as Target Shapes cheekPuff).

Register all relevant objects with shape keys to use them with the Mocap utils.

Smart Match (Initialize)

The Smart Match operator will search all available shape keys on all registered Objects to find the best matching Target Shape for each ARKit Source Shape. A Similarity Ratio (default 1.0) can be used for futty name detection. A lower value ratio means that the operator will also find Shape names with less similarity. This is useful when the shape keys on your character are named remotely similar to the ARKit names.
When the list is not already initiated, the Smart Match operator is named Initialize.

Use the Smart Match operator to automatically populate the target shapes

Add multiple Target Expressions to one Source Shape

The Reset operator is used to reset all target shape values with one click.

Presets (Export/Import)

With the Export operator you can export your personal target shapes list to be used as a preset for later usage or on other characters. This is very useful if you have a bunch of characters with the same set of shape keys and you don't want to invest the time to specify all target shapes every time. Popular presets will be implemented into Faceit and can be loaded automatically.

Load Presets or export/import your own FACS retargeting schemes. Red list entries can't be found on registered objects.

Load popular presets fast.

List Order and Naming

For convenience you can change the display names of the Source Shapes to either standart ARKit ordering/names or Face Cap ordering/names. This has no effect on the functionality of any of the Faceit Utilities. The specified order and naming can be applied to the chosen target shape keys on all registered object. The results may be unexpected if you specified multiple target shapes per source shape or if the target shapes are distributed over several objects. If there are other shape keys (e.g. corrective shape keys) on the registered objects then they will shifted behind the ARKit target shapes.

Reorder and Rename Target shape keys quickly!

General Mocap Settings

The Mocap Panel holds a general settings section that allows to manage actions and capture targets.

The Motion Capture panel holds all relevant settings.


You can quickly create and assign actions to the registered objects. If you enabled head and eyes transforms the operator will create an action for those object with a suffix _head, _eye_L and _eye_R


You do not need to create actions in this step. All Faceit Mocap operators give you the option to create actions at the time of import.

Choose Motion Type

Choose which type of motion you want to import/capture. If you do not care for head or eye motion to be recorded as transforms, then you can ignore this step.


The option to capture head and eye transforms is an experimental feature. It needs some optimization.

Options (Targets)

From the Targets section of the Face Cap options choose which type of motions you want to record.

  1. shape keys (default)
    • this will stream/import only the Shape Key motion for all registered objects.
  2. Eye Rotation (experimental)
    • this will allow you to choose an object in your scene that receives the eye rotation motion as Euler Angles. You only have to do this if your characters eyes do not have the eye shape keys.
  3. Head Rotation and Location (experimental)
    • this will allow you to choose an object in your scene that receives the captured head rotation and location.

If you choose head or eye movement, you will have the option to automatically create empties as targets for the motions. Alternatively you can also choose your own target objects by clicking the pipette icon.

You can automatically create an Empty as target for the head motion. The same is possible for the eyes.


The Delta Transformations dropdown below gives you the option to modify the orientation of the object without it being overwritten by the captured motion. You can also edit it in the object data tab.