Watch a complete facial rigging workflow as Pedro breaks down the process of turning scan data into a clean, custom FACS head in Maya.
You’ll see how MetaHuman Animator facial performance data can be transferred onto a custom FACS network, how clusters are used to create and refine shapes, and how blendshapes, split logic, and combination shapes are organized into a production-ready facial system.
Pedro will also discuss the main difficulties he encountered during the project and show how he used AI to build custom tools that helped speed up and simplify parts of the workflow.
This is your chance to see the technical decisions behind a custom facial rig and understand what it takes to turn raw scan and animation data into a clean system that can be used in production.
Rather than only showing the final result, Pedro will break down the process, the problems that came up, and the solutions he developed along the way.
📅 Date: Friday, August 7, 2026
⏰ Time: 10:00 AM PST
📍 Where: Online. Sign up to receive your Zoom link.
If you already know you’ll have questions about timing, funding, your current experience, or which program is right for you, you don’t have to wait for the session. Our admissions team can help you understand the requirements, plan for the workload, review upcoming start dates and payment options, and clarify domestic and international applications.
From Scan to a Custom FACS Head
Follow the process of taking scan data and building a clean, custom FACS facial system inside Maya.
Pedro will cover clusters, blendshapes, split blendshape logic, combination shapes, and the steps required to package the full blendshape system into a production-ready head.
MetaHuman Animator to a Custom Rig
Learn how facial performance data from MetaHuman Animator can be transferred onto a custom FACS network.
Pedro will explain how the data connects to the custom facial system, where problems can appear, and what needs to be considered when adapting performance data to a different character or facial setup.
Building Shapes with Clusters
See how clusters can be used to create, control, and refine facial shapes before they are added to the wider blendshape system.
The session will also cover how individual shapes, split shapes, and combination shapes work together to produce more accurate and believable facial movement.
Solving Production Problems
Pedro will break down some of the hardest parts of the Halim project, including the technical difficulties he encountered and the decisions he made to keep the facial system clean, practical, and ready for production.
You’ll get an honest look at what worked, what caused problems, and how the workflow changed during the project.
Using AI to Build Workflow Tools
See how Pedro used AI to help create custom tools for repetitive or technically demanding parts of the facial rigging process.
You’ll learn where AI was genuinely useful, how the tools supported the workflow, and where an artist’s technical judgment was still required.
Live Q&A
Bring your questions about FACS, facial rigging, MetaHuman Animator, Maya, blendshapes, custom tools, or the Halim project.
No question is too small. Get direct answers and practical advice during the live session.







