One endpoint.
Fifty-two shapes.
A face that looks back.
Eyeconic turns any camera input into a complete avatar-rig payload — ARKit-compatible blendshapes, per-eye gaze, head pose, dilation, blink, squint. Drop the JSON into Unity, Unreal, Three or VRM. No middleware, no model glue, no per-rig retraining.
Pull a slider.
Watch it react.
These six controls are six of the fifty-two blendshapes we stream every frame. The real API does this from a webcam, automatically, in fifteen milliseconds.
Move your eyes off the puppet feeling. Squint. Dilate. Blink halfway. Notice how fast a face becomes a face when the eye-region carries weight.
A dead stare.
And a glance back.
The thing every VTuber rig gets wrong: eyes drift on a fixed schedule, blink on a metronome, never react to the audience. Eyeconic changes one variable — the eye region — and the avatar wakes up.
Dead VTuber eyes
Linear blink loop. Fixed gaze. No dilation. The mouth talks; the face doesn't.
- 4-second metronome blink
- No per-eye gaze
- No squint, no widen
- Audience invisible
An Eyeconic face
Saccades. Asymmetric blinks. Dilation on attention. Eyes that follow the camera.
- 3–4 saccades / sec
- Independent left/right gaze
- 12 eye-specific shapes
- 15 ms / frame, CPU
What lands in every response.
Plug it into your rig.
Unity package, Unreal plugin, Three.js helper, raw WebSocket. Pick a transport.