To implement Augmented Faces, you need customized textures and models for overlaying on identified face meshes. These assets are created by artists ahead of time in 3D modeling and animation software, and exported as FBX files.
Canonical files
The SDKs ship with a canonical_face_mesh.fbx
file and a
canonical_face_mesh.psd
file to help artists create assets that will overlay
properly onto faces detected by ARCore. These files can be found in the
assets/canonical_face_mesh.fbx
folder.
Create 3D models with the FBX file
The FBX file contains the face mesh topology, UV texture coordinates, and rig that defines the supported facial regions provided for creating and attaching assets. To ensure they're compatible with ARCore, FBX files should be saved using supported settings.
This file contains a reference facemesh
that should not be exported as part of
the final FBX. ARCore will generate and update a separate face mesh at
runtime.
Create 2D textures with the PSD file
The .psd
face mesh reference texture is used to see how a texture that an
artist creates lines up with a user's facial features at runtime. It includes
four layers:
- Mask: Shows where the eyes, nostrils, and mouth are located in the texture.
- Lines: Guidelines that show how a user's facial features line up with a texture during runtime.
- UVs: Represents triangulation of the 468 point face texture mesh.
- Background: A neutral gray background layer to make the other three components visually clear.
If you modify the PSD file, you should see your changes as soon as you export.
Customize the canonical face mesh
If models and textures are being created using the
assets/canonical_face_mesh.fbx
included in the SDK, these settings are also
required when exporting FBX files:
Make sure the any custom meshes are skinned to the associated bones or regions.
Use the following hierarchy:
asset |__root | |__NOSE_TIP | |__FOREHEAD_RIGHT | |__FOREHEAD_LEFT |__facemesh <-- for reference |__ <-- place additional custom 3D meshes here
Do not export the included
facemesh
model. This mesh is for reference only. ARCore will create a separate face mesh at runtime. Use the UVs infacemesh
as a reference when creating custom face mesh textures.Place custom meshes as children of the
asset
node.Use of namespaces is supported.
The asset contains four bones consisting of
root
andNOSE_TIP
,FOREHEAD_RIGHT
, andFOREHEAD_LEFT
regions. Do not change the names of these bones.