Blendshape Tool

Public Sources for Ubisoft’s FaceBuilder

01

Problem

Artists were spending hours manually adding, mirroring, naming and integrating custom blendshapes into the FaceBuilder rig—switching between tools, enforcing BGE2 conventions, and previewing corrections was error-prone and slowed production.

02

Solution

Developed a Maya tool in Python that communicates directly with the FaceBuilder FBR rig: it automates blendshape mirroring and corrective generation, enforces BGE2 naming conventions, lets artists activate/deactivate shapes, extract and reintegrate them for offline editing, and provides a grid-based layout for quick visual iteration.

03

Outcome

Cut per-character custom blendshape setup time by over 70% (from roughly 4 hours down to under 1 hour), significantly reducing manual errors and freeing artists to focus on creative polish.

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