Archive notice: This article covers a digital-human tutorial published in May 2020. Linked files and workflow details may have changed.
Artist Adam Spring documented a Facial Action Coding System workflow for building digital humans from photogrammetry and multiple captured facial expressions.
Expression capture and deformation
The process began with a neutral scan, then used additional expression scans to construct facial blend shapes. These shapes drove controlled deformations based on FACS action units rather than a single generic facial rig.
Texture response
Wrinkle maps and blended colour maps supplemented geometry changes so skin detail and colour shifted with the pose. The workflow then connected the expression shapes and texture states through facial rigging.

Character teams should test scan alignment, blend-shape topology, map transitions and rig performance before adapting the method to production assets.