1. Generate Rig

The Generate Rig operator generates the Armature (the bone construct that will deform the geometry).
Most bones are placed at exact landmark positions, while some are interpolated between multiple points and some are calculated from the assigned vertex groups.

The Armature is generated based on the landmarks placement. That is why landmarks are crucial to get right!

Back to Landmarks

If the generated bone placement is not accurate you can always go back via the Back to Landmarks operator. In case the geometry of eyes or teeth or tongue seems to be misplaced, then you will have to edit the assigned Vertex Groups..

Non Destructive

Save the Bind Weights, Expressions and corrective shape keys when going back. Faceit will store them and reapply them on re-generating the Faceit Rig

Easily go back to editing the landmarks and regenerate the Rig. Keep expressions, shape keys and bind weights if needed.

2. Bind Weights

The Bind operator binds all registered object(s) to the Faceit Armature! All existing data will be preserved, that means that binding is non-destructive too (Vertex Groups, Modifiers, shape keys and Drivers etc. stay untouched). The more care was invested in the Setup and landmarking process, the better the automatic weighting results will be! Take a look at the bound geometry section below for details on how the bind operator works.


You can enable and disable the individual steps in the bind operator. You should leave the advanced settings untouched, if you don't have a reason to belief that the weighting results will benefit from changing them.

2.1 Bound Geometry

  • The main face geometry) will be bound automatically and Faceit will usually do a good job on removing weights from the skull and the neck.
  • The eyes geometry will be weighted only to the bone 'DEF_eye.L' or 'DEF_eye.R'.
  • The teeth geometry will be weighted only to the bone 'DEF_teeth.B' or 'DEF-teeth.T'.
  • The tongue geometry will be weighted automatically to the 'DEF_tongue*' bones.
  • The other geometries (facial hair etc.) will be weighted based on the main weights (via Mesh Data Transfer).

Object Mode

You need to be in Object Mode for binding to work.

The bind operator will bind all geometry except for facial hair and similar optional geometries. You can modify the resulting weighting by a number of options.

Known Issues

It is important to present clean geometry. If you run into problems while binding, there are a few things you can try to auto-weight afterall. If it still fails you can bind the rig manually.

  • Remove duplicate vertices. Edit Mode > Mesh > Clean Up > Merge by Distance
  • Higher Scale-factor in the bind settings.

3. Weights

If you are unhappy with the weighting or rigging results, you can do multiple things! In most cases it is a good idea, to go back to landmarks and make some adjustments to the assigned vertex groups or the landmarks mesh. In rare cases it might be necessary to adjust the resulting weights manually, through weight painting or similar techniques.


If you do not consider yourself a battle proven Weight Painter, I would advice you to take a quick look at the Tips and Tricks section!. Try the 4. Corrective Smooth modifier for quickly and non-destructively smoothing the weights.

Show the edit bones, by enabling layer [29] in the armature data tab. The default control bones are on layers [0-3].

4. Corrective Smooth

This is optional, but can enhance the quality of deformations for some characters! Select an object that has been bound to the Faceit Armature and click the Smooth Corrective Modifier button. This will create a SmoothCorrect modifier in the stack of your object. You can play around with the settings to change the effect.