# 3D Artist Guide

## Overview

Whether you create Live2D or 3D characters, your rigged models can be used on Hologram.

**Steps**

1. Model, rig, and skin your character using any [software](https://www.format.com/magazine/resources/design/3d-modeling-software) you are comfortable with.&#x20;
2. Animate your 3D model using blend shapes or skeletal animations (Optional).&#x20;
3. Import your character model to [Hologram's web studio](https://hologram.xyz/studio) to try out face-tracking.
4. Use your character model on Google Meet or Discord through the Hologram Chrome Extension.&#x20;

**Requirements (3D)**

1. For **rigging**, you need to follow the Apple ARKit blend shape naming convention. More on this in the "Rigging (3D)" link below, under "References".&#x20;
2. Export your 3D model as a .gltf or .glb file.&#x20;

#### File Formats

Our Chrome extension supports **3D** characters in glTF format and **Live2D** characters in Live2D Cubism's [standard file types](https://docs.live2d.com/cubism-editor-manual/file-type-and-extension/?locale=en_us). We will soon support VRM and FBX formats as well.

## Blendshapes

Our real-time face tracking follow the blend shape naming convention of [Apple ARKit](https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation). However, not all blend shapes need to be created.&#x20;

Hologram has a tier system for the ARKit blend shapes. Tier 1 consists of the baseline coefficients that the character models should have to be functional. Tier 2 and 3 consists of blend shapes that would make the character models a lot more expressive.

**Tier 1:** eyeBlinkLeft, eyeBlinkRight, eyeWideLeft, eyeWideRight, jawOpen, mouthSmileLeft, mouthSmileRight

**Tier 2:** eyeSquintLeft, eyeSquintRight, mouthFunnel, mouthPucker, mouthFrownLeft, mouthFrownRight, mouthShrugUpper, mouthShrugLower, browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight, noseSneerLeft, noseSneerRight

**Tier 3:** cheekPuff, mouthLowerDownLeft, mouthLowerDownRight, mouthUpperUpLeft, mouthUpperUpRight, mouthLeft, mouthRight

## Rigging

Our full-body tracking follows the naming standard below.

<figure><img src="/files/aprSN0BAowdrI4Gx2xoU" alt=""><figcaption></figcaption></figure>

## Testing

The easiest way to test out your Live2D or 3D character model against Hologram's facial tracking system is via our [web studio](https://hologram.xyz/studio).&#x20;


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