While
James Cameron has
denied that
Avatar 3: Fire and Ash used any generative AI. On January 24, 2026
Joe Letteri ( the visual effect supervisor from Weta Digital ) sat with the
Corridor Crew for their weekly show of
VFX Artists React where
he said that the facial animation for the hero characters for both
Avatar 2 and
3 involved a
neural network. A
neural network? Isn't that a fancy way to say "AI"?
As far as I understand, there is a fundamental limitation with the standard performance-capture used on the first
Avatar film. The data gathered by using 3D tracking of points is too noisy. It is good for general layout and some background characters. But it requires a lot of work to tediously clean up before it could be used for something like a face of one of the main characters.
The new approach
Weta developed for the second film titled APFS ( Anatomically Plausible Facial System ) tries to solve this issue ( or at least give tools to the artists, to better be able to handle the issue ).
They start by making an anatomically correct model and rig of the actor's face first. This, as you might imagine, is a very hard thing to do correctly. And probably requires a lot of very careful work. Because the next part depends on it being accurate.
This rig, most importantly has a muscle structure that correspond to an anatomically correct muscle structure of the actor. The muscles, as I understand, are not modeled as meshes, but rather as "functions" that distort the face one way or another. Kind of like shape-keys, but with a lot of attention to detail. And probably based on some 3D scanning of the actor in question. For example, some combination of muscles in tension could cause a certain crease to occur that would be hard to capture using standard performance capture methods.
Then, if I understand the system correctly, when the performance is captured, it is captured using 2 cameras, which in combination produce a good 3D approximation of the face in motion.
The custom-built neural network algorithm by
Weta then takes this raw 3D motion data and figures out what muscles, on that accurate rig of the actor, should be active, to get the best match for the face. Small creases and everything. And that way they can extract, basically, the muscle twitch data. Which later could be applied on the rig of their character in the film. Which by the way, has to be as detailed ( if not more detailed ) and rigged to the same specifications.
Now, because the characters in the film, for which this technology is used, are most likely Na'vi, the proportions are going to be slightly off. So an artist will need to tweak the muscle twitch data anyway. But because the data is there, and the rig itself behaves more realistically, this drastically simplifies the job of the artist.
If my understanding is correct, in my opinion this "neural network" is not worse than using
a denoiser. It is not generative AI. It is a neural network ( which is a fancy way to say "a math algorithm" ) used to convert a raw 3D mesh of an actor, to a muscle twitch data useful for animation. In this particular case ( like with using a denoiser ) I don't see a problem at all.
Happy Hacking!!!
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