Blend shapes

When rigging a character, a skeleton is added to to simulate the bones of a character.

However, most facial movement are not controlled by a skeleton, for these we use blend shapes.

IMPORTANT - Creating blend shapes should be done before binding your skeleton to your mesh

Create the blend shapes

Open the character

Duplicate the model

Select the body mesh in the Outliner.

Rename the duplicated characters

We now need to rename the copies, the names we choose will be used to label the blend shapes we create.

Edit the meshes

We want to leave the original character as it is, but we can now edit the features on each body of all the duplicated meshes to match the new names.

Create blend shapes

We can now use these 4 meshes to create our blend shapes.

Test out your Blend shapes

If you select your original body mesh, you should now have a new tab in your attribute editor called face

You should see that there are 3 sliders called left_blink, mouth and right_blink

As these are now attributes you can keyframe them the same way as you keyFrame the controllers on your rig.

Create the controllers

We can just use the blend shapes as they are, but to work professionally we want to create controllers for these blend shapes so they can be easily accessed and animated.

To create the controllers follow the video bellow this worksheet in Blackboard.