higgsfield-facs

Controls facial expressions in Seedance 2.0 prompts using FACS Action Unit codes.

Updated Jul 15, 2026
One-click install
npx skills add https://github.com/executiveusa/buffer-blaster- --skill higgsfield-facs-executiveusa
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: higgsfield-facs
Source: https://github.com/executiveusa/buffer-blaster-/tree/main/skills/higgsfield/skills/higgsfield-facs
Command: npx skills add https://github.com/executiveusa/buffer-blaster- --skill higgsfield-facs-executiveusa

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Emotion words like "happy" or "sad" give video models diffuse, unpredictable facial results. This Skill replaces emotion labels with FACS Action Unit codes (AU12 = lip-corner puller, AU6 = cheek raiser), giving muscle-level control over facial expressions in Seedance 2.0 generations — essential for forced smiles, mixed emotions, uncanny faces, and micro-performance in close-up dialogue. ## Core Features & Use Cases - AU Code Prompting: Write Action Unit codes directly into Seedance 2.0 prompts, either codes-only or codes plus short anatomical descriptions, with a full AU reference table grouped by facial region. - Emotion-to-AU Recipes: Standard EMFACS prototypes map emotions to AU combinations (Duchenne smile = AU6+AU12, anger = AU4+AU5+AU7+AU23), plus guidance for blending expressions. - Dialogue Facial Acting: Schedule one AU set per spoken beat, combined with the [AUDIO: Xs] lip-sync block, so every line gets pre-line, during-line, and post-line facial beats. - FACS Reference Sheets: Generate small labelled-grid images of only the planned expressions via GPT Image 2 or Nano Banana Pro for character identity consistency. - Use Case: Direct a close-up monologue where a character masks fear as reassurance — the mouth performs a forced smile (AU12) while the eyes leak terror (AU7), beat-synced to the spoken lines. ## Quick Start Ask the AI to write a Seedance 2.0 close-up prompt where a character's expression shifts across timed beats using specific FACS Action Unit codes, such as a Duchenne smile fading into sadness.

Frequently Asked Questions about higgsfield-facs

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I control facial expressions in Seedance 2.0 prompts?

Write FACS Action Unit codes directly into the prompt instead of emotion words — for example AU6 + AU12 for a genuine Duchenne smile. You can use codes only or pair each code with a short anatomical description, and keep 3-4 expressions maximum per generation.

What FACS Action Unit codes should I use for emotions like anger or fear?

Standard EMFACS prototypes map emotions to AU combinations: anger is AU4+AU5+AU7+AU23, fear is AU1+AU2+AU4+AU5+AU7+AU20, and sadness is AU1+AU4+AU15. The recipes are reliable science, but Seedance's rendering of them is empirical, not guaranteed.

Does Seedance 2.0 officially support FACS codes?

No. The Seedance 2.0 spec exposes no FACS field or expression parameter, so AU codes are a prompt convention the model happens to interpret well. Success rates are high but codes do not guarantee the exact expression, so iterate on your own material.

How do I sync facial expressions with dialogue and lip-sync in AI video?

Schedule one AU set per spoken beat aligned to the line, and place the spoken text in an [AUDIO: Xs] block which generates speech with automatic lip-sync. Keep FACS to brow, eye, and cheek units during speech and let the audio block drive lip and jaw shaping.

Why do my multi-expression Seedance prompts render inaccurately?

Accuracy drops as you stack more Action Units into one clip — the documented limit is 3-4 expressions per generation. Split dense schedules into shorter singular beats, and add anatomical descriptions for units the model keeps missing.

Do I need a character reference image for FACS prompts?

No, AU codes work in pure text-to-video prompts without any image. Attach a character photo or generate a small labelled FACS reference sheet only when you need the character's identity to stay consistent across shots.