Glossary
Description of terms
GLB model: GLB is a binary file format representation of 3D models saved in the GL Transmission Format (glTF). You can open it in any 3D editor (Blender, Maya, Unreal Engine, etc). You can also add it to the site through WebGL.
BlendShapes: BlendShapes (aka targets, morphs or curves, depending on the software you're using) is a blending of shapes/geometries/meshes by shifting points. They are used for modelling emotions or creating corrective forms that help to modify the geometry of the 3D model, for example, altering the shape of the nose. There are coefficients that determine in what proportion the blending takes place. Often these coefficients are called blendshapes.
UV texture: UV texturing permits polygons that make up a 3D object to be painted with color from an ordinary image. The image is called a UV texture map (then just UV texture).
Lipsync: Lipsync works by gathering phoneme (or lip) shapes from audio for a speech line, and using those shapes to animate the character over time.
FACS: The Facial Action Coding System (FACS) refers to a set of facial muscle movements that correspond to a displayed emotion. The system is based on photogrammetry techniques and blend shape deformers.
ARKit: ARKit provides a series of "blendshapes" to describe different features of a face.
Card hair mode/style: The hair is reconstructed as planes assembled into ribbons with a UV texture.
Volume hair mode/style: The hair is reconstructed in voluminous strands with a solid color.
Last updated