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The Face AR Sample project showcases Apple's ARKit facial tracking capabilities within Unreal Engine. You can download the Face AR Sample project from the Epic Games Launcher under the Learn tab.
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New to Unreal Engine 4.20 is support for Apple's ARKit face tracking system. Using a front-facing TrueDepth camera, this API enables the user to track the movements of their face and to use that movement in Unreal Engine. The tracking data can be used to drive digital characters, or can be repurposed in any way the user sees fit. Optionally, the Unreal Engine ARKit implementation enables you to send facial tracking data directly into the Engine via the Live Link plugin, including current facial expression and head rotation. In this way, users can utilize their phones as motion capture devices to puppeteer an on-screen character.
The Face AR Sample project is a fully functional sample; however, some setup and configuration information is provided to assist you in exploring the project. You should keep in mind that as Apple's ARKit and Epic's OpenXR support evolves, specific project implementation details may change.
For more information about face tracking with Apple's ARKit, please see Apple's official documentation: Creating Face-Based AR Experiences
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Mobile facial animation capture system is only available on iOS devices with a front-facing TrueDepth camera, such as the iPhone X, iPhone XS, iPhone XS Max, iPhone XR, iPad Pro (11-inch), and the iPad Pro (12.9-inch, 3rd generation).
Face AR Capture Overview
At a high level, the facial capture system with ARKit uses the Apple TrueDepth camera to track the motion of a user's face. In the process, it compares the pose of the face against 51 individual face poses. These poses are native to the Apple ARKit SDK, and each pose targets a specific portion of the face, such as the left eye, right eye, sides of the mouth, etc. As a given part of the user's face approaches the shape of a pose, the value of that pose blends between 0.0 and 1.0. For example, if the user closes their left eye, the LeftEyeBlink pose would blend from 0.0 to 1.0. As a user's face moves, all 51 poses are being evaluated by the SDK and assigned a value. The Unreal Engine ARKit integration captures the incoming values from the 51 blended face poses, feeding those into the Engine via the Live Link plugin. Those 51 pose values can then drive the motion of a real-time character's face. So, all that you really need to utilize face capture to animate a character's head is to ensure the character content is set up to use data from those 51 shapes. Because those shapes each feed back individual 0.0.to 1.0 values, they are perfect for driving the motion of a list of blend shapes on a character.
If the blend shapes created on the Unreal character are named precisely the same as those in the official list of shapes from Apple, then the connection is automatic. However, if the shape names differ between the Apple mesh and the Unreal character, then a remapping Asset must be used. For more details on remapping blend shape names, see the Remapping Curve Names in a LiveLinkRemap Asset section.
For a complete list of the blend shapes brought in by Apple's ARKit, please refer to Apple's official documentation: ARFaceAnchor.BlendShapeLocation
Face AR Capture Setup
Setting up a face capture system for animating a character's face with ARKit requires a few steps:
Set Up Character Blend Shapes and Import the Character into Unreal Engine.
Create a character with blend shape based facial animation, accounting for the 51 blend shapes defined in Apple's ARKit guidelines. Ideally, the geometry for these blend shapes should be named the same as the functions listed by Apple (eyeBlinkLeft, eyeLookDownLeft, etc.). However, there is a little leeway here as the names can be remapped if necessary.
Import this character into the Engine, making sure to import Blend Shapes in the import options.
Enable face tracking in the DefaultEngine.ini file for your Project by adding the following lines to your DefaultEngine.ini file. (the DefaultEngine.ini can be found in your Project's Config folder)
[/Script/AppleARKit.AppleARKitSettings] bEnableLiveLinkForFaceTracking=true
Create and apply a Data Asset in your Project to enable face tracking.
Right-click in the Content Browser and choose Miscellaneous > Data Asset.
From the Pick Data Asset Class window that appears, choose ARSessionConfig and click Select.
Double-click this new Asset to open it and set the set the following options:
World Alignment: Camera
Session Type: Face
Horizontal Plane Detection: Off
Vertical Plane Detection: Off
Enable Auto Focus: Off
Light Estimation Mode: Off
Enable Automatic Camera Overlay: Off
Enable Automatic Camera Tracking: Off
Candidate Images: Ignore
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Max Num Simultaneous Images Tracked: 1
Environment Capture Probe Type: None
World Map Data: Ignore
Candidate Objects: Ignore
In the Level Blueprint for your face tracking level, from Begin Play, call the Start AR Session function, and set the Session Config property to the ARSessionConfig data Asset you just created.
Create an Animation Blueprint that uses a LiveLinkPose node, with Subject Name set to iPhoneXFaceAR. This will feed the ARKit face values into the Unreal Engine animation system, which will in turn drive the blend shapes on your character.
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The AR Face Component
The ARKit face tracking system uses an internal face mesh that it wraps to the user's face and uses as a basis to mimic expressions. In Unreal Engine, this mesh is exposed by the AppleARKitFaceMesh component. This can be added to an existing Blueprint and set up to visualize what the ARKit SDK is seeing, and help you correlate that to how your character's face moves.
AppleARKitFaceMesh component properties:
Name | Description |
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