ImageRig · User Documentation

Every expression your character needs, is one photograph away.

ImageRig reads a single photo and writes the full ARKit 52 expression onto your character's shape keys — inside Blender, completely offline, baked as real keyframes.

Blender 5.1.1+ Windows · qualified macOS · expected to work, not yet fully qualified Photo → keyframes in under a second
⚠ Platform support — ImageRig is fully supported and qualified on Windows. macOS (Apple Silicon) is expected to work but has not been fully qualified yet, so we cannot guarantee it at 100%. macOS users: the Requirements and Troubleshooting sections below list what to check before purchasing.
Requirements

What you need before installing.

🦖

Blender 5.1.1 or newer

Any build of Blender 5.1.1+ on Windows (x64) or macOS (Apple Silicon).

🖼

A photo

Any format Blender reads. Front-facing, well lit, no motion blur — that is the whole magic recipe.

🧱

An ARKit-rigged character

Shape keys named after the standard 52 ARKit channels. Marketplace rigs, MetaHuman exports, Rigify — all fair game.

💡 No GPU required. The analysis runs on CPU by default, uses the GPU when available with automatic fallback, and a generation completes in well under a second on a modern machine.
Installation

Four clicks, one zip.

①

Download the zip

From your Super Hive Market account. Do not unzip — Blender installs it as-is.

②

Blender → Install from Disk

Edit → Preferences → Get Extensions → top-right ⌄ menu → Install from Disk.

③

Pick the zip & restart

Select the zip you downloaded and confirm. Restart Blender once when prompted.

🔍 Verify: open the 3D View sidebar (N) → ImageRig tab. If the tab is there, you are ready.
How it works

One photograph in, one performance out.

No pose libraries, no sculpting shape keys by hand, no export round-trips. ImageRig lives in your sidebar: the photograph is the direction, the add-on is the performance.

📷 The photograph
→ →
🧱 52 ARKit coefficients
→
✏ Written onto your shape keys — eyes, teeth & tongue included
The result is always baked as real keyframes at the Start Frame — the pose survives timeline moves, renders and file reloads, and stays editable in the Graph Editor.
Demo

See it move.

One photo in — one expression out, baked as keyframes
The showcase

Same rig. Same scene. One photograph in between.

Every image below is one Generate + Apply press: the result of directing your character with a single photograph — nothing else touched.

Expression result generated by ImageRig
RESULT 01
Expression result generated by ImageRig
RESULT 02
Expression result generated by ImageRig
RESULT 03
Expression result generated by ImageRig
RESULT 04
Expression result generated by ImageRig
RESULT 05
Expression result generated by ImageRig
RESULT 06

One face, six takes — every card is the result of one Generate + Apply press from a different photograph.

Scope & honest limits

What it covers — and what stays manual.

ImageRig drives the ARKit 52 set from a single photograph, and that set describes a fair range of facial expression — not every expression a face can make. Knowing where the range ends is the difference between a tool you will love and a tool that disappoints.

✓ Where it shines

Smiles (broad, subtle, asymmetric), frowns, brow raises and lowers, squints, surprise, jaw open, cheek raises, mouth corners in every direction, sneers, eye-look directions. Proof of concepts, previz and production work that stays inside this range.

~ Needs a hand

Near-twin expressions read almost the same to the engine (smirk vs gentle smile, disgust vs nose sneer, fear vs surprise at low intensity) and actor-grade nuance will need polish. Best workflow: generate your particular smile, then refine it to taste — results are standard, fully editable shape keys.

✗ Not automatic

Tongue expressions: tongueOut is one of the 52 keys, but the engine never reports a meaningful value for it — key the tongue by hand after generating the mouth pose. Corrective shapes (lip/eyelid collision fixes) are rigging territory, out of scope by design.

Fair rule of thumb: ImageRig takes you from zero to roughly 70–90% instantly; the last mile is yours — exactly as it would be with any photograph-driven capture system. A great proof-of-concept tool, a great starting point, and a time-saver on productions that respect its range.

The panel

Every control, explained.

The panel lives in the 3D View sidebar (N) under the ImageRig tab, and every property carries a ? toggle that expands a plain-language explanation in place — you never have to guess what a parameter does.

📷 Source Image

The photograph whose expression you want. Any format Blender reads: JPG, PNG, TIFF, BMP, TGA, WebP, EXR. A live preview appears under the picker — stored in memory only, never saved into your .blend.

💡 Photo tips: front-facing head, the face filling a good part of the frame, even lighting, no motion blur. A profile shot still "works" — that is the trap: confident numbers, leaning expression.

🔍 Rig Discovery — who receives the expression

ControlWhat it does
TargetThe mesh whose shape keys receive the coefficients. Only meshes are listed.
Include ChildrenAlso applies to meshes parented under the target — eyes, teeth, tongue, jaw helpers (on by default).
Scan Whole SceneIgnores parenting and applies to every mesh in the file carrying ARKit shape keys — made for rigs that ship each face part as a separate, unparented object.
Require All ARKit 52Strict mode: the run fails instead of applying a partial result if any of the 52 is missing.
Scan RigDry-run report: how many of the 52 ARKit shape keys exist on the current targets, and which are missing. Changes nothing.

🎲 Apply Options — how the values land

Every generation is baked as real keyframes on every present ARKit shape key: the result survives timeline moves, renders and file reloads even on channels that were already animated, and stays fully editable in the Graph Editor.

ControlWhat it does
Action NameBase name for the shape-key actions ImageRig bakes. Each object gets its own action <base>_<object>, so bakes of different meshes stay separate in the Action editor.
Start FrameFrame where the pose keyframes are baked. The scene moves there after Generate + Apply, so the viewport shows exactly what is stored.
ThresholdCoefficients below this value are written as exactly zero — the engine's zero is never quite zero, so the threshold silences micro-noise. 0.001 is literal; 0.02–0.05 is a useful noise floor.
Max ResolutionThe photo is downscaled so its longest edge is at most this size before analysis. 1024 is a good default; larger values are slower and rarely improve results.

🎤 Animation Data — baked, safe, portable

ControlWhat it does
Restore Previous AnimationEvery bake snapshots the curves it is about to overwrite. A worse take — or a bake over a hand-made animation — is one click away from being undone.
Export AnimationWrites the current bake to a portable .json, one entry per ARKit channel, sampled frame by frame. The file stores channel names, not scene references: re-apply it later, on another mesh, or read it with external tools.
Import AnimationBakes a previously exported file onto the current targets as dense keyframes, matched by ARKit name. AudioRig animation exports import too — takes baked by ImageRig's big-brother add-on land on any ARKit rig.
Advanced Processing

An optional quality pipeline, one checkbox away.

Off (default), the photo runs through the engine once and the values land unchanged. On, four extra stages run — and a quality readout appears under the controls after every run.

① Capture Quality Checks

Inspects the geometry of the detected face before your rig is touched: head turn (the most common silent failure), face size in frame, partial tracking. Warnings never block a run — they are advice, shown in the panel and the Info header.

Neutral Photo (optional)

A second photo of the same person, relaxed face. Its resting values are subtracted from the expression, so only the change the expression introduces reaches the rig — resting-face bias is removed. Values clamp at zero: it can only remove, never add.

Samples (1–5)

The photo is analyzed N times through slightly different zoom framings and the results merge per coefficient by median. Genuine expression appears in every framing; crop-dependent noise does not. 1 disables it, 3 is recommended, 5 is the cleanest — the whole run still completes in well under a second.

Calibration presets

Per-rig correction curves that compensate known systematic biases: some coefficient families consistently under-report (eye widen, nose sneer, brow down) and the eye-look family tends to overshoot.

PresetFor
Defaultfirst run, baseline — raw values
Realistichuman-like rigs: boosts under-reported families, trims eye-look ~15%
Stylizedcartoon / anime: bigger brows and smiles, calmer eyes
Subtleclose-ups, quiet acting: compresses overall intensity
📋 The quality readout: after each advanced run the panel lists what happened, one line per event with a level icon — ✓ confirmations, ℯ processing notes, ⚠ warnings. Warnings are also reported to the Info header and never block a run.
Rig compatibility

If your rig speaks ARKit, you are done.

MetaHuman exports, Rigify face rigs with ARKit keys, marketplace head rigs: if the shape keys use the standard 52 ARKit names, ImageRig finds them and fills them. Shape-key names are matched with a normalizer that tolerates common variants (jaw_open, JawOpen, jawOpen), so rigs from different DCC pipelines usually just work.

✓ Best with the full ARKit 52

MetaHuman exports, Rigify face rigs, marketplace head rigs with the standard naming.

Partial rigs work too

Only the shape keys that exist receive values; the rest are skipped — or fail the run, in strict mode. Scan Rig tells you exactly what is missing before you generate.

👀 Eyes, teeth & tongue included

Covered when they are parented under the target (Include Children) or discovered by Scan Whole Scene.

Troubleshooting

Quick answers to quick problems.

SymptomCause & fix
"No mesh with shape keys found"Set a Target, enable Include Children, or turn on Scan Whole Scene. Run Scan Rig to verify the mesh has shape keys.
"None of the target meshes carries ARKit-named shape keys"The rig uses non-ARKit names. Rename or add the missing shape keys — Scan Rig lists what is missing.
"No face could be detected in the image"No clear frontal-enough face, or the face is tiny. Use a closer crop.
"Expression engine not available"The extension was installed incompletely. Remove it and install the zip again from Disk.
The expression leans to one sideThe head is turned in the photo. Enable Advanced Processing → Capture Quality Checks to confirm, and pick a more frontal photo.
Ghost values on unrelated shape keysRaise the Threshold slightly and enable Advanced Processing (Samples + Neutral Photo).
Eyes look cross-eyedTry the Realistic or Stylized calibration preset.
Results change slightly between identical runsEnable Advanced Processing with Samples ≥ 3 — the median stabilizes the output.
Blender crashed during repeated generations (versions < 0.4.1)Fixed in 0.4.1: image handling was moved fully onto Blender's main thread. Update the extension.
Privacy

Your photos never leave Blender.

🔒 Privacy, by design.

ImageRig is fully offline: photos never leave your computer, and there are no accounts, telemetry, downloads or phone-home of any kind. The face engine and every component ship inside the extension.

FAQ

Before you ask.

Does it animate?
It applies a single pose — baked as real keyframes at the Start Frame, so the result survives timeline moves, renders and file reloads, and stays editable in the Graph Editor. The bake exports / imports as portable JSON (AudioRig exports included). Animation from video is on the roadmap.
Does it work with my non-ARKit rig?
It writes whatever ARKit-named shape keys exist. Rigs with different naming need their shape keys renamed to the ARKit standard (or a mapping added) first — Scan Rig tells you exactly what is missing.
Does it create shape keys?
No — it drives existing ones. It never modifies your mesh topology.
Where does the analysis run?
Locally, inside Blender. CPU by default, GPU when available, with automatic fallback.
Is my photo stored in the .blend?
No. The preview and the pipeline are memory-only; the only thing saved is the file path string you picked.
Why is the package ~180 MB?
The expression engine and all of its components are bundled so ImageRig works completely offline from the first click.
Can it do tongue-out expressions?
Not automatically — tongueOut exists in the ARKit set, but the engine never reports a meaningful value for it. Generate the mouth pose, then key the tongue by hand (see Scope & honest limits).