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Realtime Avatars
Project type
realtime AI avatar
Date
2026
Location
Saint-Jérôme
Two facial-rigged avatars built for different production needs, each covering full modeling, texturing, and rigging.
The first was created for a Unity-based application using a custom, client-specified blendshape set rather than the full ARKit/viseme library — only the shapes required for the target expressions and lip-sync were built, keeping the rig lightweight and optimized for the app's runtime. Fully integrated and tested in Unity.
The second is a talking head avatar built with a complete facial animation set of 67 blendshapes — the full 52 ARKit shapes plus 15 visemes for accurate dialogue lip-sync.
Optimized for real-time playback in the browser using Three.js, balancing mesh and shape-key performance without sacrificing facial fidelity.
To support this kind of work across projects, We also developed a custom shape-transfer tool that copies a complete blendshape set from an existing rigged avatar onto a new character, requiring only minor manual adjustments to match the new topology — significantly reducing facial rigging turnaround time.
Skills: 3D Modeling, Texturing, Facial Rigging, Blendshape Sculpting, ARKit/Viseme Shapes, Unity Integration, Three.js Optimization












