higgsfield-acting
Writes the character-performance layer of a video prompt as behavior under pressure, not displayed emotion — objective, obstacle, tactics, beats, subtext,…
Controls facial expressions in Seedance 2.0 with FACS (Facial Action Coding System) Action Unit codes — muscle-level direction (AU12 = lip-corner puller, AU6 = cheek raiser) instead of emotion labels. Use whenever the user wants precise facial acting, a forced/uncanny/mixed
$ npx -y skills add OSideMedia/higgsfield-ai-prompt-skill --skill higgsfield-facs --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/higgsfield-facsContext preview
The summary Claude sees to decide when to auto-load this skill.
Controls facial expressions in Seedance 2.0 with FACS (Facial Action Coding System) Action Unit codes — muscle-level direction (AU12 = lip-corner puller, AU6 = cheek raiser) instead of emotion labels. Use whenever the user wants precise facial acting, a forced/uncanny/mixed
name: higgsfield-facs description: "Controls facial expressions in Seedance 2.0 with FACS (Facial Action Coding System) Action Unit codes — muscle-level direction (AU12 = lip-corner puller, AU6 = cheek raiser) instead of emotion labels. Use whenever the user wants precise facial acting, a forced/uncanny/mixed expression, micro-performance in a close-up, monologue or dialogue facial beats, a 'which AU code for anger/fear/disgust' answer, or to generate a FACS reference sheet for a character. Pairs with higgsfield-soul Micro-Expressions (named expressions), higgsfield-audio (dialogue + lip-sync), and higgsfield-gpt-image-2 (the reference-sheet image)." user-invocable: true metadata: tags: [higgsfield, seedance, seedance-2.0, facs, action-units, facial-expression, micro-expression, dialogue, lip-sync, performance] version: 1.1.1 updated: 2026-07-26 parent: higgsfield
Direct a face the way an animator does — by **muscle**, not by mood. FACS (the Facial Action Coding System) names each facial movement as an **Action Unit**: `AU12` is the lip-corner puller (smile), `AU6` is the cheek raiser, `AU4` is the brow lowerer. Put those codes in a Seedance 2.0 prompt and the model renders the corresponding action. It is the highest-resolution facial control available on the platform, and it is where forced smiles, uncanny faces, mixed emotions, and honest micro-performance in close-up dialogue come from.
> **This skill is a facial-control layer on top of `../higgsfield-seedance/SKILL.md`.** > Every FACS prompt is still a Seedance prompt — six-slot formula, Prompt-Craft > Laws, preflight linter. FACS only changes *how you specify the face*: AU codes > instead of (or alongside) emotion words. It is the muscle-level case of the > Voice Rewrite rule "describe physics, not emotion."
*Routing aids — read the linked sections for the actual rules.*
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The Facial Action Coding System (Ekman & Friesen) breaks the face into **Action Units** — the smallest visually distinguishable muscle movements. Instead of asking for "happy" (which the model samples diffusely across an enormous range of footage), you ask for the muscles that *produce* the expression:
A smile that uses only `AU12` reads as *polite/forced* — the eyes don't participate. That distinction is invisible to "smile" as a prompt word and trivial to specify in FACS. This is why it's the tool for **forced smiles, suppressed expressions, mixed emotions, and the uncanny** — the cases where the *difference between two similar expressions* carries the meaning.
FACS is used by professional facial animators in film; here it is repurposed as a **prompt vocabulary** for Seedance 2.0.
Three layers, increasing resolution:
| Layer | Surface | Granularity | |---|---|---| | Named expression | `../higgsfield-soul/SKILL.md` § Micro-Expressions (Suppressed Smile, Cold Calculation…) | A whole emotion in one label | | Behavior channel | `../../vocab.md` § Emotion as Visible Behavior — Channels (breath, jaw tension, eye behavior…) | Emotion → observable behavior | | **Action Unit (this skill)** | AU codes | Emotion → **named muscle** |
The channels are the *behavioral* substrate; AUs are the *anatomical* substrate. A named expression like "Quiet Devastation" = a channel mix (glassy eyes + tight jaw) = an AU combo (AU1 + AU15 + AU17 + AU24). Reach for FACS when a named expression is too coarse and you need the specific muscles.
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Two different kinds of claim live in this skill — keep them apart:
the classic emotion→AU prototypes (EMFACS), are stable, citeable ground truth. Treat the AU reference table and the emotion recipes as reliable.
spec exp
A comprehensive Claude skill library for generating high-quality prompts on Higgsfield AI — the cinematic video and image generation platform.
Writes the character-performance layer of a video prompt as behavior under pressure, not displayed emotion — objective, obstacle, tactics, beats, subtext,…
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