
Blendshape Tool
Public Sources for Ubisoft’s FaceBuilder
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Using ML and complex math to deconstruct and reconstruct human faces
(Ubisoft La Forge R&D article) -
Far Cry 3: digital survivors
(CG QUEST blog post detailing the FaceBuilder plugin in the Far Cry 3 pipeline)
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.
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.
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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