Blendshape Generation for Models with Disconnected Parts: Adding ARKit/MediaPipe Blendshapes to Anime-Style Character Models

Blendshape generation for 3D models has been extensively researched, but very few works address generating blendshapes for models with multiple disconnected parts. We present a case study of generating fixed facial expression blendshapes for commercial anime-style 3D character models with up to 11 parts per face. To make sure that our system can handle models in a way that is agnostic to topology, we train neural networks to generate deformation fields around the input meshes. We employ at least one network to independently process each part, and the relative positions of their outputs are coordinated by having each network also process the geometry of an anchor part. We use two mechanisms to improve accuracy: having the networks predict whether the output displacement is zero or not, and classifying blendshapes into different size groups and dedicating a network to each group. We also introduce a method to improve blendshape quality by enhancing bilateral symmetry. Our method is simpler than recent neural-network-based works and solves a real problem of the user community of these models.

Authors

Publication Details

Journal
arXiv (Cornell University)
Published
2026-10-26
DOI
https://doi.org/10.48550/arxiv.2610.35076
Primary Topic
3D Shape Modeling and Analysis
Type
preprint
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
preprint

Blendshape Generation for Models with Disconnected Parts: Adding ARKit/MediaPipe Blendshapes to Anime-Style Character Models

Pramook Khungurn
arXiv (Cornell University)
3D Shape Modeling and Analysis
preprint

Blendshape Generation for Models with Disconnected Parts: Adding ARKit/MediaPipe Blendshapes to Anime-Style Character Models

Pramook Khungurn
preprint en

Abstract

Blendshape generation for 3D models has been extensively researched, but very few works address generating blendshapes for models with multiple disconnected parts. We present a case study of generating fixed facial expression blendshapes for commercial anime-style 3D character models with up to 11 parts per face. To make sure that our system can handle models in a way that is agnostic to topology, we train neural networks to generate deformation fields around the input meshes. We employ at least one network to independently process each part, and the relative positions of their outputs are coordinated by having each network also process the geometry of an anchor part. We use two mechanisms to improve accuracy: having the networks predict whether the output displacement is zero or not, and classifying blendshapes into different size groups and dedicating a network to each group. We also introduce a method to improve blendshape quality by enhancing bilateral symmetry. Our method is simpler than recent neural-network-based works and solves a real problem of the user community of these models.

arXiv (Cornell University)
3D Shape Modeling and Analysis
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon