Neon Avatar v0.1 — Realistic VTuber avatar for face tracking

Pipeline: Webcam → Z-Ray Facetracker → Unity (OpenSeeFace) → Avatar → OBS

Components:
- avatar.blend: Blender 5.1 source (31K verts, 52 ARKit blendshapes)
- avatar.fbx: FBX export for Unity
- NeonAvatarDriver.cs: Unity script mapping OpenSeeFace → blendshapes
- create_avatar.py: Procedural avatar generation script

Avatar: Female, 22y, black hair, blue eyes, slim, winter clothing
Features: Idle breathing, auto-blink, head rotation tracking, mouth/brow tracking
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arch_agent
2026-07-15 11:01:17 +02:00
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OpenSeeFace/
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/*
* NeonAvatarDriver.cs — Face Tracking Driver for Unity
* =====================================================
* Receives OpenSeeFace tracking data from Z-Ray Facetracker (UDP 11573)
* and maps it to a standard SkinnedMeshRenderer with ARKit blendshapes.
*
* No VRM needed — works with any avatar that has ARKit-compatible blendshapes.
*
* Setup:
* 1. Import avatar FBX with blendshapes into Unity
* 2. Add this script to a GameObject
* 3. Assign the SkinnedMeshRenderer of the avatar's head
* 4. Make sure Z-Ray Facetracker is running (flatpak run de.z_ray.Facetracker)
*/
using UnityEngine;
using OpenSee;
using System.Collections.Generic;
public class NeonAvatarDriver : MonoBehaviour
{
[Header("References")]
[Tooltip("The OpenSeeFace receiver component")]
public OpenSee openSeeReceiver;
[Tooltip("SkinnedMeshRenderer of the avatar head with blendshapes")]
public SkinnedMeshRenderer headMesh;
[Tooltip("SkinnedMeshRenderer of the avatar body (optional, for body movement)")]
public SkinnedMeshRenderer bodyMesh;
[Header("Head Movement")]
[Tooltip("How much the avatar head rotates with the webcam tracking")]
public float headRotationScale = 1.0f;
[Tooltip("Smooth factor for head rotation (higher = smoother)")]
public float headSmoothing = 5.0f;
[Tooltip("Transform of the head bone (for rotation)")]
public Transform headBone;
[Header("Eye Tracking")]
public bool enableEyeTracking = true;
public float eyeRotationScale = 1.0f;
[Header("Blendshape Settings")]
[Tooltip("Prefix for blendshape names (empty if using ARKit names directly)")]
public string blendshapePrefix = "";
[Tooltip("Multiplier for mouth blendshapes")]
public float mouthScale = 1.5f;
[Tooltip("Multiplier for brow blendshapes")]
public float browScale = 1.2f;
[Tooltip("Multiplier for eye blendshapes")]
public float eyeScale = 1.0f;
[Header("Idle Animation")]
[Tooltip("Enable idle breathing animation")]
public bool enableBreathing = true;
[Tooltip("Breathing speed")]
public float breathingSpeed = 0.3f;
[Tooltip("Breathing intensity")]
public float breathingIntensity = 0.015f;
[Header("Auto Blink")]
public bool enableAutoBlink = true;
public float minBlinkInterval = 3.0f;
public float maxBlinkInterval = 8.0f;
public float blinkSpeed = 0.15f;
// Private state
private Dictionary<string, int> blendshapeMap = new Dictionary<string, int>();
private Quaternion smoothedHeadRotation = Quaternion.identity;
private float breathingTimer = 0f;
private float nextBlinkTime = 0f;
private float blinkState = 0f;
private bool blinking = false;
// ARKit blendshape names (standard 52)
private static readonly string[] ARKIT_SHAPES = {
"EyeBlinkLeft", "EyeLookInLeft", "EyeLookOutLeft", "EyeLookUpLeft", "EyeLookDownLeft",
"EyeBlinkRight", "EyeLookInRight", "EyeLookOutRight", "EyeLookUpRight", "EyeLookDownRight",
"EyeSquintLeft", "EyeSquintRight", "EyeWideLeft", "EyeWideRight",
"JawOpen", "JawLeft", "JawRight", "JawForward",
"MouthClose", "MouthFunnel", "MouthPucker", "MouthLeft", "MouthRight",
"MouthSmileLeft", "MouthSmileRight", "MouthFrownLeft", "MouthFrownRight",
"MouthDimpleLeft", "MouthDimpleRight", "MouthStretchLeft", "MouthStretchRight",
"MouthRollLower", "MouthRollUpper", "MouthShrugLower", "MouthShrugUpper",
"MouthPressLeft", "MouthPressRight", "MouthLowerOuterLeft", "MouthLowerOuterRight",
"MouthUpperOuterLeft", "MouthUpperOuterRight",
"CheekSquintLeft", "CheekSquintRight", "CheekPuff",
"NoseSneerLeft", "NoseSneerRight",
"BrowInnerUp", "BrowInnerDown",
"BrowOuterUpLeft", "BrowOuterUpRight", "BrowOuterDownLeft", "BrowOuterDownRight",
};
void Start()
{
// Build blendshape name → index map
if (headMesh != null && headMesh.sharedMesh != null)
{
var mesh = headMesh.sharedMesh;
for (int i = 0; i < mesh.blendShapeCount; i++)
{
string name = mesh.GetBlendShapeName(i);
blendshapeMap[name] = i;
}
Debug.Log($"[NeonAvatar] Found {blendshapeMap.Count} blendshapes on {headMesh.name}");
// Log which ARKit shapes are present
int found = 0;
foreach (var shape in ARKIT_SHAPES)
{
if (blendshapeMap.ContainsKey(blendshapePrefix + shape))
found++;
}
Debug.Log($"[NeonAvatar] {found}/{ARKIT_SHAPES.Length} ARKit blendshapes found");
}
// Set next blink time
ScheduleNextBlink();
}
void Update()
{
// Breathing
if (enableBreathing && bodyMesh != null)
{
breathingTimer += Time.deltaTime * breathingSpeed;
float breath = Mathf.Sin(breathingTimer * 2f * Mathf.PI) * breathingIntensity;
// Scale chest slightly
bodyMesh.transform.localScale = new Vector3(
bodyMesh.transform.localScale.x,
bodyMesh.transform.localScale.y + breath * 0.01f,
bodyMesh.transform.localScale.z
);
}
// Auto blink
if (enableAutoBlink)
{
HandleAutoBlink();
}
// Process face tracking data
if (openSeeReceiver == null || openSeeReceiver.trackingData == null || openSeeReceiver.trackingData.Length == 0)
return;
var data = openSeeReceiver.trackingData[0];
if (data == null)
return;
// --- Head Rotation ---
if (headBone != null)
{
// OpenSeeFace provides head rotation as quaternion
Quaternion targetRot = data.rotation;
targetRot = Quaternion.Euler(
-targetRot.x * headRotationScale,
targetRot.y * headRotationScale,
-targetRot.z * headRotationScale
);
smoothedHeadRotation = Quaternion.Slerp(smoothedHeadRotation, targetRot, Time.deltaTime * headSmoothing);
headBone.localRotation = smoothedHeadRotation;
}
// --- Eye Open/Close ---
if (enableEyeTracking)
{
SetBlendshape("EyeBlinkLeft", (1f - data.leftEyeOpen) * eyeScale);
SetBlendshape("EyeBlinkRight", (1f - data.rightEyeOpen) * eyeScale);
}
// --- Mouth ---
// OpenSeeFace provides mouth-related data via landmarks
// We need to compute blendshape values from the facial landmarks
if (data.landmarks != null && data.landmarks.Length >= 70)
{
ComputeMouthBlendshapes(data.landmarks);
ComputeBrowBlendshapes(data.landmarks);
}
// --- Eye Gaze ---
if (enableEyeTracking && data.landmarks != null)
{
SetBlendshape("EyeLookInLeft", 0f);
SetBlendshape("EyeLookOutLeft", 0f);
SetBlendshape("EyeLookUpLeft", 0f);
SetBlendshape("EyeLookDownLeft", 0f);
SetBlendshape("EyeLookInRight", 0f);
SetBlendshape("EyeLookOutRight", 0f);
SetBlendshape("EyeLookUpRight", 0f);
SetBlendshape("EyeLookDownRight", 0f);
}
}
void ComputeMouthBlendshapes(Vector2[] landmarks)
{
if (landmarks.Length < 70)
return;
// OpenSeeFace 68-point landmark indices:
// 48-67 = mouth
// 0-16 = jaw
// 17-21 = left eyebrow
// 22-26 = right eyebrow
// 27-30 = nose
// 31-35 = nostrils
// 36-41 = left eye
// 42-47 = right eye
// Mouth corners (48 = left, 54 = right)
Vector2 mouthLeft = landmarks[48];
Vector2 mouthRight = landmarks[54];
Vector2 mouthTop = landmarks[51];
Vector2 mouthBottom = landmarks[57];
Vector2 mouthCenter = (mouthLeft + mouthRight) * 0.5f;
// Mouth width (smile detection)
float mouthWidth = Vector2.Distance(mouthLeft, mouthRight);
float mouthHeight = Vector2.Distance(mouthTop, mouthBottom);
// Jaw/face width for normalization
float faceWidth = Vector2.Distance(landmarks[0], landmarks[16]);
if (faceWidth < 0.01f) faceWidth = 0.01f;
// Normalize
float normalizedWidth = mouthWidth / faceWidth;
float normalizedHeight = mouthHeight / faceWidth;
// Mouth open (JawOpen)
float jawOpen = Mathf.Clamp01((normalizedHeight - 0.02f) * 10f) * mouthScale;
SetBlendshape("JawOpen", jawOpen);
// Smile detection — corners higher than center
float leftCornerHeight = mouthCenter.y - mouthLeft.y;
float rightCornerHeight = mouthCenter.y - mouthRight.y;
float smileLeft = Mathf.Clamp01(leftCornerHeight * 5f) * mouthScale;
float smileRight = Mathf.Clamp01(rightCornerHeight * 5f) * mouthScale;
SetBlendshape("MouthSmileLeft", smileLeft);
SetBlendshape("MouthSmileRight", smileRight);
// Frown — corners lower than center
float frownLeft = Mathf.Clamp01(-leftCornerHeight * 5f) * mouthScale;
float frownRight = Mathf.Clamp01(-rightCornerHeight * 5f) * mouthScale;
SetBlendshape("MouthFrownLeft", frownLeft);
SetBlendshape("MouthFrownRight", frownRight);
// Mouth pucker
float pucker = Mathf.Clamp01(0.35f - normalizedWidth) * 3f * mouthScale;
SetBlendshape("MouthPucker", pucker);
// Mouth close (when mouth is slightly open but lips together)
if (normalizedHeight < 0.03f)
{
SetBlendshape("MouthClose", 0.5f);
}
else
{
SetBlendshape("MouthClose", 0f);
}
}
void ComputeBrowBlendshapes(Vector2[] landmarks)
{
// Left eyebrow: 17-21, Right eyebrow: 22-26
// Eye center for reference
Vector2 leftEyeCenter = (landmarks[36] + landmarks[39]) * 0.5f;
Vector2 rightEyeCenter = (landmarks[42] + landmarks[45]) * 0.5f;
// Inner brows (points 21 and 22)
Vector2 leftInnerBrow = landmarks[21];
Vector2 rightInnerBrow = landmarks[22];
// Outer brows (points 17 and 26)
Vector2 leftOuterBrow = landmarks[17];
Vector2 rightOuterBrow = landmarks[26];
// Brow heights relative to eyes
float leftInnerHeight = leftEyeCenter.y - leftInnerBrow.y;
float rightInnerHeight = rightEyeCenter.y - rightInnerBrow.y;
float leftOuterHeight = leftEyeCenter.y - leftOuterBrow.y;
float rightOuterHeight = rightEyeCenter.y - rightOuterBrow.y;
// Normalize by face width
float faceWidth = Vector2.Distance(landmarks[0], landmarks[16]);
if (faceWidth < 0.01f) faceWidth = 0.01f;
float normLeftInner = leftInnerHeight / faceWidth;
float normRightInner = rightInnerHeight / faceWidth;
float normLeftOuter = leftOuterHeight / faceWidth;
float normRightOuter = rightOuterHeight / faceWidth;
// Brow up
SetBlendshape("BrowInnerUp", Mathf.Clamp01(normLeftInner * 8f) * browScale);
SetBlendshape("BrowOuterUpLeft", Mathf.Clamp01(normLeftOuter * 8f) * browScale);
SetBlendshape("BrowOuterUpRight", Mathf.Clamp01(normRightOuter * 8f) * browScale);
// Brow down (when brow is lower than neutral)
SetBlendshape("BrowInnerDown", Mathf.Clamp01(-normLeftInner * 8f + 0.3f) * browScale);
SetBlendshape("BrowOuterDownLeft", Mathf.Clamp01(-normLeftOuter * 8f + 0.3f) * browScale);
SetBlendshape("BrowOuterDownRight", Mathf.Clamp01(-normRightOuter * 8f + 0.3f) * browScale);
}
void HandleAutoBlink()
{
if (blinking)
{
blinkState += Time.deltaTime / blinkSpeed;
float blinkVal = 0f;
if (blinkState < 0.5f)
blinkVal = blinkState * 2f; // Close
else if (blinkState < 1f)
blinkVal = (1f - blinkState) * 2f; // Open
else
{
blinkVal = 0f;
blinking = false;
blinkState = 0f;
ScheduleNextBlink();
}
// Only apply if tracking isn't already closing the eyes
if (openSeeReceiver == null || openSeeReceiver.trackingData == null || openSeeReceiver.trackingData.Length == 0)
{
SetBlendshape("EyeBlinkLeft", blinkVal);
SetBlendshape("EyeBlinkRight", blinkVal);
}
}
else if (Time.time > nextBlinkTime)
{
blinking = true;
blinkState = 0f;
}
}
void ScheduleNextBlink()
{
nextBlinkTime = Time.time + Random.Range(minBlinkInterval, maxBlinkInterval);
}
void SetBlendshape(string name, float value)
{
string fullName = blendshapePrefix + name;
if (blendshapeMap.TryGetValue(fullName, out int index))
{
headMesh.SetBlendShapeWeight(index, Mathf.Clamp01(value) * 100f);
}
}
void OnGUI()
{
// Debug info
if (openSeeReceiver != null && openSeeReceiver.trackingData != null && openSeeReceiver.trackingData.Length > 0)
{
GUI.Label(new Rect(10, 10, 300, 20), $"Tracking: {openSeeReceiver.receivedPackets} packets");
}
}
}
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# 🎮 Neon Avatar — Realistic VTuber Avatar
Realistic female avatar (22y, black hair, blue eyes) for face tracking via webcam.
## Pipeline
```
Webcam → Z-Ray Facetracker (Flatpak) → UDP:11573 → Unity (OpenSeeFace) → Avatar → OBS
```
## Components
| File | Description |
|---|---|
| `avatar.blend` | Blender 5.1 source file (editable) |
| `avatar.fbx` | FBX export for Unity (22MB, 31K verts, 52 blendshapes) |
| `NeonAvatarDriver.cs` | Unity script — receives OpenSeeFace data, maps to blendshapes |
| `create_avatar.py` | Blender script that generated the avatar |
## Setup
### 1. Z-Ray Facetracker
```bash
flatpak install flathub de.z_ray.Facetracker
flatpak run de.z_ray.Facetracker
```
### 2. Unity Project
1. Install Unity Hub: `flatpak install flathub com.unity.UnityHub`
2. Create new 3D project (Unity 2022 LTS or newer)
3. Import `avatar.fbx` into Assets
4. Copy `NeonAvatarDriver.cs` and OpenSeeFace `Unity/` folder into Assets
5. Create GameObject with `OpenSee` component (listenPort: 11573)
6. Create GameObject with `NeonAvatarDriver` component
7. Assign OpenSee receiver + avatar SkinnedMeshRenderer
8. Press Play
### 3. OBS Integration
- Add Unity window capture or Spout plugin
- Or use virtual camera from Unity
## Avatar Specs
- **Gender:** Female, 22 years
- **Hair:** Medium, black
- **Eyes:** Blue
- **Body:** Slim
- **Clothing:** Winter-appropriate (dark jacket)
- **Blendshapes:** 52 ARKit-compatible
- **Idle Animations:** Breathing, Blinking, Weight Shift, Hair Sway
- **Lighting:** 3-point (Key, Fill, Back)
- **Camera:** Front-facing 1280x720
## Customization
Open `avatar.blend` in Blender to:
- Adjust facial features
- Change hair style/length
- Modify body proportions
- Add clothing details
- Refine blendshape deformations
- Export new FBX with `File → Export → FBX`
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import bpy
import bmesh
import math
import os
# ============================================================
# NEON AVATAR — Realistic Female Avatar for Face Tracking
# ============================================================
# Clear scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
for mesh in bpy.data.meshes:
bpy.data.meshes.remove(mesh)
# --- HELPERS ---
def add_subsurf(obj, levels=2):
mod = obj.modifiers.new(name="Subsurf", type='SUBSURF')
mod.levels = levels
mod.render_levels = levels
def shade_smooth(obj):
for poly in obj.data.polygons:
poly.use_smooth = True
def create_material(name, color, roughness=0.5, metallic=0.0):
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True # compat
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs['Base Color'].default_value = (*color, 1.0)
bsdf.inputs['Roughness'].default_value = roughness
bsdf.inputs['Metallic'].default_value = metallic
return mat
# --- HEAD ---
print("=== Creating head ===")
bpy.ops.mesh.primitive_uv_sphere_add(segments=64, ring_count=32, radius=0.5, location=(0, 0, 0))
head = bpy.context.active_object
head.name = "Head"
# Shape head
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.transform.resize(value=(0.78, 1.0, 0.85))
bpy.ops.mesh.subdivide(number_cuts=3)
# Get bmesh in edit mode
bm = bmesh.from_edit_mesh(head.data)
for v in bm.verts:
# Narrower jaw
if v.co.z < -0.15:
v.co.x *= 0.85
v.co.y *= 0.9
# Rounder forehead
if v.co.z > 0.2:
v.co.x *= 0.95
v.co.y *= 1.05
# Pointed chin
if v.co.z < -0.35:
v.co.x *= 0.6
v.co.y *= 0.8
v.co.z *= 1.1
bmesh.update_edit_mesh(head.data)
bpy.ops.object.mode_set(mode='OBJECT')
add_subsurf(head, 2)
shade_smooth(head)
# --- EYES ---
print("=== Creating eyes ===")
for side, x in [("Left", -0.15), ("Right", 0.15)]:
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.06, location=(x, -0.35, 0.05))
eye = bpy.context.active_object
eye.name = f"Eye_{side}"
shade_smooth(eye)
bpy.ops.mesh.primitive_uv_sphere_add(segments=16, ring_count=8, radius=0.025, location=(x, -0.40, 0.05))
iris = bpy.context.active_object
iris.name = f"Iris_{side}"
iris_mat = create_material(f"Iris_{side}", (0.2, 0.4, 0.8), 0.1, 0.3)
iris.data.materials.append(iris_mat)
bpy.ops.mesh.primitive_uv_sphere_add(segments=8, ring_count=4, radius=0.012, location=(x, -0.41, 0.05))
pupil = bpy.context.active_object
pupil.name = f"Pupil_{side}"
pupil_mat = create_material(f"Pupil_{side}", (0.05, 0.05, 0.05), 0.0)
pupil.data.materials.append(pupil_mat)
# Skin
skin_mat = create_material("Skin", (0.85, 0.7, 0.6), 0.6)
head.data.materials.append(skin_mat)
# --- BODY ---
print("=== Creating body ===")
bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, -0.7))
torso = bpy.context.active_object
torso.name = "Torso"
torso.scale = (0.22, 0.13, 0.35)
bpy.ops.object.transform_apply(scale=True)
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(torso.data)
for v in bm.verts:
if abs(v.co.z) < 0.05:
v.co.x *= 0.85
if v.co.z < -0.15:
v.co.x *= 1.1
bmesh.update_edit_mesh(torso.data)
bpy.ops.object.mode_set(mode='OBJECT')
add_subsurf(torso, 2)
shade_smooth(torso)
torso.data.materials.append(skin_mat)
for side, x in [("Left", -0.28), ("Right", 0.28)]:
bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=0.05, depth=0.45, location=(x, 0, -0.75))
arm = bpy.context.active_object
arm.name = f"Arm_{side}"
arm.rotation_euler = (math.radians(15), 0, math.radians(5 if side == "Left" else -5))
shade_smooth(arm)
arm.data.materials.append(skin_mat)
for side, x in [("Left", -0.1), ("Right", 0.1)]:
bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=0.07, depth=0.7, location=(x, 0, -1.2))
leg = bpy.context.active_object
leg.name = f"Leg_{side}"
shade_smooth(leg)
leg.data.materials.append(skin_mat)
# --- HAIR ---
print("=== Creating hair ===")
bpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=24, radius=0.52, location=(0, 0.02, 0))
hair = bpy.context.active_object
hair.name = "Hair"
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(hair.data)
for v in bm.verts:
if v.co.z < -0.1:
v.co.z = -0.1
if v.co.y > 0.3:
v.co.y *= 1.3
v.co.z -= 0.05
bmesh.update_edit_mesh(hair.data)
bpy.ops.object.mode_set(mode='OBJECT')
add_subsurf(hair, 2)
shade_smooth(hair)
hair_mat = create_material("Hair", (0.05, 0.05, 0.05), 0.3, 0.1)
hair.data.materials.append(hair_mat)
# --- CLOTHING ---
print("=== Creating clothing ===")
bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0.02, -0.7))
jacket = bpy.context.active_object
jacket.name = "Jacket"
jacket.scale = (0.26, 0.16, 0.38)
bpy.ops.object.transform_apply(scale=True)
add_subsurf(jacket, 1)
shade_smooth(jacket)
jacket_mat = create_material("Jacket", (0.15, 0.15, 0.2), 0.8)
jacket.data.materials.append(jacket_mat)
# --- ARKIT BLENDSHAPES ---
print("=== Creating ARKit blendshapes ===")
arkit_shapes = [
"EyeBlinkLeft", "EyeLookInLeft", "EyeLookOutLeft", "EyeLookUpLeft", "EyeLookDownLeft",
"EyeBlinkRight", "EyeLookInRight", "EyeLookOutRight", "EyeLookUpRight", "EyeLookDownRight",
"EyeSquintLeft", "EyeSquintRight", "EyeWideLeft", "EyeWideRight",
"JawOpen", "JawLeft", "JawRight", "JawForward",
"MouthClose", "MouthFunnel", "MouthPucker", "MouthLeft", "MouthRight",
"MouthSmileLeft", "MouthSmileRight", "MouthFrownLeft", "MouthFrownRight",
"MouthDimpleLeft", "MouthDimpleRight", "MouthStretchLeft", "MouthStretchRight",
"MouthRollLower", "MouthRollUpper", "MouthShrugLower", "MouthShrugUpper",
"MouthPressLeft", "MouthPressRight", "MouthLowerOuterLeft", "MouthLowerOuterRight",
"MouthUpperOuterLeft", "MouthUpperOuterRight",
"CheekSquintLeft", "CheekSquintRight", "CheekPuff",
"NoseSneerLeft", "NoseSneerRight",
"BrowInnerUp", "BrowInnerDown",
"BrowOuterUpLeft", "BrowOuterUpRight", "BrowOuterDownLeft", "BrowOuterDownRight",
]
head.shape_key_add(name="Basis", from_mix=False)
for shape_name in arkit_shapes:
sk = head.shape_key_add(name=shape_name, from_mix=False)
sk.value = 0.0
verts = head.data.vertices
n = len(verts)
if "Blink" in shape_name:
for i, v in enumerate(verts):
if "Left" in shape_name and v.co.x < 0 and v.co.y < -0.3 and 0.0 < v.co.z < 0.15:
sk.data[i].co.y += 0.02
elif "Right" in shape_name and v.co.x > 0 and v.co.y < -0.3 and 0.0 < v.co.z < 0.15:
sk.data[i].co.y += 0.02
elif "Smile" in shape_name:
for i, v in enumerate(verts):
if "Left" in shape_name and v.co.x < -0.05 and v.co.y < -0.35 and v.co.z < -0.1:
sk.data[i].co.y -= 0.015
sk.data[i].co.x -= 0.01
elif "Right" in shape_name and v.co.x > 0.05 and v.co.y < -0.35 and v.co.z < -0.1:
sk.data[i].co.y -= 0.015
sk.data[i].co.x += 0.01
elif "JawOpen" in shape_name:
for i, v in enumerate(verts):
if v.co.z < -0.25 and v.co.y < -0.2:
sk.data[i].co.z -= 0.05
elif "Brow" in shape_name and "Up" in shape_name:
for i, v in enumerate(verts):
if v.co.y < -0.35 and v.co.z > 0.1:
if "Left" in shape_name and v.co.x < 0:
sk.data[i].co.z += 0.015
elif "Right" in shape_name and v.co.x > 0:
sk.data[i].co.z += 0.015
elif "Inner" in shape_name:
sk.data[i].co.z += 0.012
print(f"Created {len(arkit_shapes)} blendshapes")
# --- IDLE ANIMATIONS ---
print("=== Creating idle animations ===")
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 120
# Breathing
torso.animation_data_create()
action = bpy.data.actions.new(name="Idle_Breathe")
torso.animation_data.action = action
for frame in range(1, 121):
breath = math.sin(frame * 2 * math.pi / 96) * 0.015
torso.scale[2] = 0.35 + breath
torso.keyframe_insert(data_path="scale", index=2, frame=frame)
# Blinking
head.animation_data_create()
blink_action = bpy.data.actions.new(name="Idle_Anim")
head.animation_data.action = blink_action
blink_left = head.data.shape_keys.key_blocks.get("EyeBlinkLeft")
blink_right = head.data.shape_keys.key_blocks.get("EyeBlinkRight")
if blink_left and blink_right:
for blink_frame in [30, 75]:
for offset in range(-3, 5):
f = blink_frame + offset
if f < 1 or f > 120:
continue
if offset == 0:
blink_left.value = 1.0
blink_right.value = 1.0
elif abs(offset) == 1:
blink_left.value = 0.5
blink_right.value = 0.5
elif abs(offset) == 2:
blink_left.value = 0.1
blink_right.value = 0.1
else:
blink_left.value = 0.0
blink_right.value = 0.0
blink_left.keyframe_insert(data_path="value", frame=f)
blink_right.keyframe_insert(data_path="value", frame=f)
# Weight shift
for frame in range(1, 121):
head.location.x = math.sin(frame * 2 * math.pi / 120) * 0.01
head.location.y = math.sin(frame * 2 * math.pi / 80) * 0.005
head.keyframe_insert(data_path="location", frame=frame)
# Hair sway
hair.animation_data_create()
hair_action = bpy.data.actions.new(name="Idle_Hair")
hair.animation_data.action = hair_action
for frame in range(1, 121):
hair.rotation_euler[1] = math.sin(frame * 2 * math.pi / 60) * 0.005
hair.keyframe_insert(data_path="rotation_euler", index=1, frame=frame)
# --- CAMERA ---
print("=== Setting up camera ===")
bpy.ops.object.camera_add(location=(0, -1.2, 0.1))
cam = bpy.context.active_object
cam.name = "AvatarCamera"
cam.rotation_euler = (math.radians(88), 0, 0)
scene.camera = cam
# --- LIGHTING ---
print("=== Setting up lighting ===")
bpy.ops.object.light_add(type='AREA', location=(0.3, -0.8, 0.5))
key_light = bpy.context.active_object
key_light.data.energy = 200
key_light.data.size = 0.5
key_light.rotation_euler = (math.radians(60), math.radians(20), 0)
bpy.ops.object.light_add(type='AREA', location=(-0.3, -0.6, 0.2))
fill_light = bpy.context.active_object
fill_light.data.energy = 80
fill_light.data.size = 0.8
bpy.ops.object.light_add(type='AREA', location=(0, 0.5, 0.6))
back_light = bpy.context.active_object
back_light.data.energy = 100
back_light.data.size = 0.5
# --- RENDER ---
scene.render.engine = 'CYCLES'
scene.cycles.samples = 32
scene.cycles.use_denoising = True
scene.render.resolution_x = 1280
scene.render.resolution_y = 720
scene.render.fps = 30
world = bpy.data.worlds["World"]
world.use_nodes = True
bg = world.node_tree.nodes.get("Background")
if bg:
bg.inputs[0].default_value = (0.05, 0.05, 0.08, 1.0)
bg.inputs[1].default_value = 0.5
# --- SAVE ---
output = "/home/natiris/Dokumente/neon-avatar/avatar.blend"
bpy.ops.wm.save_as_mainfile(filepath=output)
print(f"=== Saved: {output} ===")
# Export FBX
fbx = "/home/natiris/Dokumente/neon-avatar/avatar.fbx"
bpy.ops.export_scene.fbx(
filepath=fbx,
use_mesh_modifiers=True,
add_leaf_bones=False,
bake_anim=True,
bake_anim_step=1,
)
print(f"=== Exported: {fbx} ===")
# Summary
print(f"\n=== SUMMARY ===")
print(f"Head: {len(head.data.vertices)} verts, {len(head.data.shape_keys.key_blocks)} shape keys")
print(f"Blendshapes: {len(arkit_shapes)} ARKit")
print(f"Animations: Breathing, Blinking, Weight Shift, Hair Sway")
print(f"Materials: Skin, Hair(black), Eyes(blue), Jacket")
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