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  • Published 24 Nov 2021

inbetween shapekeys

In short, inbetween shapekeys can support game engine arc movement, and clamping min max for facial capture.

Say for games using bend deformer, in some 3d softwares we can break down the inbetween snapshots into 10 models as inbetween blendshapes. When this blendshape is animated in game engine from 0 to 100%, these inbetween shapes would play like they are bending.

Another use case is, for facial capture, blinks are so fast that eyeBlinkLeft right cannot reach 100%. half closed eyes make "eyeBlink" always stay between 25% to 75%. Then vtubers cannot blink to full extend, while they also with eyes half closed. If the facial capture system doesn't support clamp min max, then we artists can do it by inbetween shapekeys. Below 25% stays the same as fully opened eyes, and above 75% equals fully closed eyes.

Wish blender growing more to meet most of the industrial needs!

100%

Development Status: Open

Upvote 11 Downvote 0
gugukuri
24 Nov 2021

5 Comments

I don't understand how your proposal differs from the existing "New shape from mix" that allows you to blend 2 (or way more) shapekeys and make a new one based on their mix: image

gugukuri Author

Thank you for your reply= ) This function is combining 2 or more shapekeys into 1 single final shape when it's at 100%.

When exporting fbx into Unity or Unreal we need to have 0 - 25% remaining as the initial shape, while 75% - 100% remains as the final shape.

Or 0, 10%, 20%, ...90%, 100% all having different shapes in 1 single shapekey slot. This is for export into game engine purpose. Maybe I'm missing some functions too. But this is very important to make using Blender as a software to do vtuber avatars in precise facial capture control with Arkit, that the clients don't have team to improve the facial capture in house tools. Thank you very much= )

Lauloque

Other softwares implement this. Which is also simple to use than manually creating shapes and manualy managing them. A propper in-between shapekey system would allow you to, firstly have a UI that makes it visually readable, secondly that allows you to easily manage the setup. No need for creating extra driver for each shape. Instead, you have one normal shapekey, and stored inside it like files in a folder, you have your inbetween shapes with an assigned percentage value. Changing the parent shapekey will automatically use the inbetween depending their values. Simple, easy, human-readable.

3

Seems like likes are bugged, huh? Anyways, I liked your explanation, so have a reply for it. (or, well, I guess it works a little better now...) Edit - nevermind, apparently my adblocker was making them not work...

gugukuri Author

Thank you for your elaboration! It would be great for game or vtuber creation!