The flick that makes a gaze feel inhabited.
Real eyes never sit still. Eyeconic streams the micro-jumps — two to four per second — that separate a watching avatar from a sleeping puppet.
An avatar API where the iris is awake. Fifty-two ARKit-compatible blendshapes, per-eye gaze vectors, and micro-expressions — streamed in fifteen milliseconds. So your avatar doesn't just see. It watches.
Send a JPEG, a base64 string, or a webcam frame. Get back the same schema every time: per-eye gaze, openness, squint, dilation hints, a full ARKit blendshape table, head pose, and a confidence stamp.
Drop the JSON straight into Unity's SkinnedMeshRenderer.blendShape,
Unreal's MetaHuman ControlRig, or any VRM
rig. Zero glue.
Real eyes never sit still. Eyeconic streams the micro-jumps — two to four per second — that separate a watching avatar from a sleeping puppet.
Per-eye gaze vectors with sub-pixel iris localisation, so close-up vtuber shots and AR headset cuts never go cross-eyed.
Dilation, squint, eye-wide, asymmetric blink — the signals that turn a polygon into a person. Twelve eye-specific blendshapes, mapped to ARKit names you already rig against.
Eyeconic doesn't ship a character. We ship the one piece every character needs. Drop the same payload onto a VTuber rig, a virtual influencer, a brand spokesperson, a game NPC — they all wake up.
The mouth is doing the talking.— from the Eyeconic manifesto
The eyes are doing the lying.
Private beta is open. Drop your email and we'll send a token, the schema doc, and a Unity scene you can press play on.