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@facesuau attribute

:electric_plug: dp.kinect dp.kinect2
:information_source: signature
facesuau SUAU_INT
:house: values
no face SU/AU output default
dp.kinect SU/AU
dp.kinect2 SU/AU
:bulb: examples
@facesuau 2

Face shape unit (SU) and animation unit (AU) output on the fifth outlet. @faces must also be enabled for this face tracking feature to function. Values can be smoothed with @facesuausmooth.

# Max native:   @faces 1 @facesuau 2 @skeletonformat 1
face playerId shapeunits converged scale su1 su2...  
face playerId animunits au1 au2...

# OSC protocol: @faces 1 @facesuau 2
/face/playerId/shapeunits converged scale su1 su2...  
/face/playerId/animunits au1 au2...
same integer used for a tracked skeleton
boolean (0 = false, 1 = true) when SUs converge to realistic values
float where 1.0 means equal in scale to loaded 3D model (in model-space)
su1 su2…
floats for SUs described below
au1 au2…
floats for AUs described below


dp.kinect with Microsoft’s Kinect v1 SDK deforms the face model using shape units (SU) and animation units (AU) roughly based on the Candide-3 model.

  • 11 shape units statically displace the face model shape due to bone structure and the neutral position of features. Nine are defined by the Candide-3 model plus two additional: eyes vertical difference, chin width.
  • 6 animation units are deltas to animate the face model shape so the rendered face matches the tracked human face, e.g. jaw lower, lip stretch, brow raise, etc.

Details of Kinect v1 SDK SUs and AUs are in Microsoft documentation.


Microsoft’s Kinect v2 SDK face model is Microsoft-proprietary and has insufficient documentation. Microsoft did not align with the Candide-3 model or maintain any compatibility with Kinect v1.