← All ideas
  • Published 9 Feb 2026

πŸ”₯ Object Coordinates for Shape Keys

Shape Keys Are Broken (Until You Add This)

Raise your hand if you've spent 30+ minutes per character wiring object rotations to corrective shape keys through the Drivers Editor.

Right now : 8 clicks. Every. Single. Time.
Animators can't do it themselves. Teams fight library override breakage. Everyone wishes for addons.

The 1-Click Fix

Shape Keys panel:
[ ] Object Control
  β†’ [Eyedropper] jaw_ctrl  
  β†’ Rotation β†’ X axis  
  β†’ Strength: 85%

Move jaw_ctrl. Shape responds. Strength slider blends full-auto corrective vs full-manual keyframes.

Why It Feels Perfect

Shader Editor: "Use Object XYZ coordinates" β†’ 1 click βœ…
Shape Keys:    "Use Object XYZ rotation"    β†’ 1 click ← MISSING

Animators instantly understand. No driver tutorials needed.

Production Reality Check

βœ… No engine rewrite (uses existing drivers)  
βœ… Collapses when unused (zero UI clutter)  
βœ… Library overrides work (no addon breakage)  
βœ… Right-click β†’ full driver power preserved

One row saves every rigger 4 hours per character rig.

[Your GIF: 8-click torture vs 1-click magic]

Would you upvote this into Blender? πŸ‘

shapekeys rigging ui

0%

Development Status: Open

Upvote 0 Downvote 2
suhail1
9 Feb 2026

6 Comments

lobo_alcalino

I don't quite get it. You want a panel for the shape key creation, similar to the Custom Properties one?

suhail1 Author

No new panel!

Each shape key (Smile, Blink, etc.) gets 1 extra row right below its Value slider:

Smile    Value: 0.5
        [ ] jaw_ctrl β†’ rot X β†’ 85%

That's it. Move jaw_ctrl, smile auto-fires. 85% = some manual room left.

No custom props section. Just extends existing Shape Keys list.

πŸ‘πŸ‘πŸ‘

lobo_alcalino

I think is better the Driver Editor to have a revamp don't you think? Because there are times where the shape shouldn't be cotrolled by any drivers. I've heard something about the Driver Editor to get simplefied resembling what happens in Maya.

1
suhail1 Author

I totally agree the Driver Editor needs a revamp, especially for more complex setups and for cases where shapes shouldn’t be driven at all. My idea isn’t meant to replace that. What I’m suggesting is just a small shortcut for the very common case: β€œthis object’s transform drives this shape key.” For all the situations where you don’t want drivers, you simply leave this option off and animate the value like normal. So:

Driver Editor for complex, custom logic (and hopefully a future redesign, like you said).

This extra row in the Shape Keys panel for the simple, repetitive case that almost every rigger sets up over and over.

In other words, I see it as a quality-of-life layer on top of drivers, not a replacement or a workaround for when you don’t want drivers.

lobo_alcalino

But it's not always used with driver system, for these cases the transfomation channel would be empty?

suhail1 Author

Yes, it would be empty by default. .....