Realistic 3D Avatars Creation for Educational Simulator
Budget: €30 – €250 EUR
WHAT I NEED
For both Jim AND Jane (free avatars) :
1. Generate the 52 ARKit blendshapes
- Use ShapeKeyGen (Blender addon) or equivalent method, which automates most of the work.
- Strict Apple ARKit naming convention (eyeBlinkLeft, jawOpen, mouthSmileLeft, etc.)
2. Add the 15 Oculus visemes
- viseme_sil, viseme_PP, viseme_FF, viseme_TH, viseme_DD, viseme_kk, viseme_CH, viseme_SS, viseme_nn, viseme_RR, viseme_aa, viseme_E, viseme_I, viseme_O, viseme_U
3. Check/rename eye bones
- Bones must be named LeftEye and RightEye (for gaze tracking)
4. Test in TalkingHead.js
- Export a test GLB
- Load it in TalkingHead.js
- Confirm that lip sync and facial expressions work
- Screenshot or short video as proof
DELIVERABLES
- jim_blendshapes.blend (Jim with 52 ARKit + 15 visemes)
- jane_blendshapes.blend (Jane with 52 ARKit + 15 visemes)
- jim_test.glb and jane_test.glb (GLB exports for verification)
- Confirmation of working TalkingHead.js test
For both Jim AND Jane (free avatars) :
1. Generate the 52 ARKit blendshapes
- Use ShapeKeyGen (Blender addon) or equivalent method, which automates most of the work.
- Strict Apple ARKit naming convention (eyeBlinkLeft, jawOpen, mouthSmileLeft, etc.)
2. Add the 15 Oculus visemes
- viseme_sil, viseme_PP, viseme_FF, viseme_TH, viseme_DD, viseme_kk, viseme_CH, viseme_SS, viseme_nn, viseme_RR, viseme_aa, viseme_E, viseme_I, viseme_O, viseme_U
3. Check/rename eye bones
- Bones must be named LeftEye and RightEye (for gaze tracking)
4. Test in TalkingHead.js
- Export a test GLB
- Load it in TalkingHead.js
- Confirm that lip sync and facial expressions work
- Screenshot or short video as proof
DELIVERABLES
- jim_blendshapes.blend (Jim with 52 ARKit + 15 visemes)
- jane_blendshapes.blend (Jane with 52 ARKit + 15 visemes)
- jim_test.glb and jane_test.glb (GLB exports for verification)
- Confirmation of working TalkingHead.js test