Blender 4.0 Facial Animation with NO RIGGING!

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  • Опубликовано: 6 фев 2025

Комментарии • 260

  • @JAYROUTHIER26
    @JAYROUTHIER26 Год назад +287

    In my opinion the best workflow as an animator reside in the mix and match of both. You animate with bones, then you add the icing on top of the cake using shape keys.

    • @Violn95
      @Violn95 Год назад +3

      Maybe do that the other way around? Might be better to get general placement of expressions and then fine tune things with bones

    • @within_the_sky2356
      @within_the_sky2356 Год назад +37

      @@Violn95 You have it backwards, with bones you can put the face in any position without limits but it’s missing finer detail like smile lines for example which is why you use a shapekey on top to fix any issues or add little details like that since they excel at fine detail and specific shapes
      Video games (for hardware performance purposes) do use shapekeys for the entire face but that can run into the issue of shapekeys not interacting well together and creating artifacts that are difficult to find and diagnose beforehand. You also need a TON of shapekeys to make the facial expressions not look repetitive, 52 is a common number of shapekeys and that’s a ton of work just to mimic what bones do for a fraction of the work

    • @Violn95
      @Violn95 Год назад +5

      @@within_the_sky2356 sorry, I did have that backwards

    • @thomasmann4536
      @thomasmann4536 7 месяцев назад +2

      @@DimensionDoorTeam it does not depend. shape keys must come after bones, because when you move bones, the affected vertices move depending on their relative position to the bone. But if you use a shape key first, you may move the vertices into positions where they will be affected by bone movement in an unpredictable way (especially when rotation is concerned). but since most likely you modeled a shape key with the bones already in their correct place and only to fix some inadequacies of the pose, you dont have this problem when using shape keys after bones.

  • @kserra9112
    @kserra9112 6 месяцев назад +42

    These can also be used in Unity for game development:
    - Unity imports shape keys as blend shapes.
    - Select your model in the Project window, and in the Inspector, you will see a Skinned Mesh Renderer component.
    - In the Skinned Mesh Renderer, you will find the blend shapes listed. You can manipulate these blend shapes through scripts or animation clips.

  • @HampsterGirl
    @HampsterGirl Год назад +66

    Wow! I never imagined shape keys being used so effortlessly and conveniently. They've always been a bit of a hassle to work with, especially when dealing with a large number of them. However, this approach changes the game entirely.

  • @A-W80
    @A-W80 Год назад +21

    The models I'm working on won't benefit from this, but I'm still listening just because this guy has a really soothing voice

  • @bobsteven2363
    @bobsteven2363 Год назад +230

    shape key rigging is how you create photorealistic facial animations. It doesn't end up choppy because you can blend all of the shape keys together at the same time. You can even use apple ar or any facial tracking but you do need to create at least 52 blendshapes which takes forever :((((

    • @VertexArcade
      @VertexArcade  Год назад +47

      However, this method of rigging the shape keys uses the distance to the images, so as the selector moves over the images it turns on any shape keys it passes over, that's what causes the "choppy" animation in this instance.

    • @ngophap6706
      @ngophap6706 Год назад +1

      try Face it addon

  • @SeanIncorporated
    @SeanIncorporated 4 месяца назад +2

    Yo this rocks! I was over here trying to figure out how to calculate a drivers equation where after going a certain distance, the driver dips from one shape key and rises in the next, but seeing that there's straight up a "Distance Between Two Objects" driver is SO much more convenient. Thank you so much for helping me figure this out!

  • @AnonAnon-du2ho
    @AnonAnon-du2ho Год назад +1

    OML what a savior. cant imagine how on earth you figured out how to do all this but glad you did!

  • @kazumi_vr
    @kazumi_vr 11 месяцев назад

    Omg this is insane was tearing my hair out at how daunting face animation was this deserves an award, amazing tutorial and reignited the flame for animating please keep making these tutorials! ❤

  • @MrHumbuck
    @MrHumbuck Год назад +12

    I'm going to save this video to come back to in the future, this seems really useful! Thanks for making it

  • @kuromiLayfe
    @kuromiLayfe Год назад +30

    personally i would recommend both rigged and shapekeyed .. shapekeyed for expressions and the rigged for subtle after motions with bendy bones (dynamic phone or physbones)

  • @thomasmann4536
    @thomasmann4536 7 месяцев назад +8

    i like this in principle (it's similar to blendspaces in game engines), but by using snap, you're basically robbing yourself. you could easily smoothly blend between multiple shape keys by arranging each section in a 2d space and have no snapping, thus creating basically an infinite variation in face shapes, which would work for both cartoony and realistic animation :)

  • @puppetmaster442
    @puppetmaster442 Год назад +2

    its the MOST underrated thing ive ever seen

  • @mirkocianferoni4648
    @mirkocianferoni4648 Год назад +4

    I really appreciate this, I was waiting for this tutorial.
    It's a game changer for the "Stylized Look" that this method can add on expression...Thanks for sharing your awesome work!

  • @LinkieNecronLore
    @LinkieNecronLore Год назад +8

    I appreciate that you took the time to make a tutorial on how to do something, while not just shoving a addon down our throats. Like- “This Method requires this addon, and can only be done with this addon.”
    Absolutely stunning man!
    I’ll go an support you when I can! Even if I don’t plan on using the addon version.

  • @NottanALias
    @NottanALias 11 месяцев назад +1

    massive props for making a tutorial on how to set the basic version of the addon you made up yourself while explaining how the addon works and can be used. just truly amazing!
    im an indie dev and not yet very fluent in animation. what are the potential downsides of shapekey animation in a stylized context?

  • @rileyb3d
    @rileyb3d Год назад +3

    This is a really hard topic to explain in such a clear way. Great work!!

  • @gagz9k
    @gagz9k Год назад +23

    Awesome, I'm buying the add-on, the work put on explaining and creating it is just superb.

  • @tonylinks1013
    @tonylinks1013 Год назад +3

    I'm new to blender. I don't fully get it now but I know I'll understand it later.
    Thank you very much.

  • @BlenderVedaEnglish007
    @BlenderVedaEnglish007 Год назад

    10:48 you have cleared my doubt on a whole another level especially about the drivers

  • @JayM928
    @JayM928 7 месяцев назад +1

    Awesome video! Two things:
    1. Despite the couple negative comments about the method. This is EXACTLY what I needed for my project, which did NOT need the complexity of rig. Simple. Straightforward. Got me to my objective way faster than I thought. THANKS.
    2. I love the model style of the black hair model in this video. Did you make this from scratch? Can you do a video how to make something like this?

  • @DuskstarShine
    @DuskstarShine 7 месяцев назад +1

    omg that adon is gonna be a life saver....
    me.. animating complex facial motion with about 20 RAW blendshapes. no bone drivers... just the raw shapekey values 🙃

  • @dr.einbrein176
    @dr.einbrein176 Год назад

    This is awesome! I really like how you explain some steps so we learn how everything actually works and not just how to use everything!

  • @thorn-
    @thorn- 11 месяцев назад +1

    On the refrain of "shape keys animate linearly" - they don't have to. You can set interpolation of a driver to be non-linear, as well as just non-linear for set keyframes.

  • @cocozozo2021
    @cocozozo2021 7 месяцев назад

    This method is everywhere in VRchat. Very easy to use!

  • @snakkattakk
    @snakkattakk Год назад +13

    That's an amazing addon but you really should show people how to go through and make one of these stylized models for this. Cause I would love to do this cause it seems a lot easier than 3d facial expression modelling, but I have no idea how to make these.

    • @VertexArcade
      @VertexArcade  Год назад +12

      I'll add it to my list of videos to make!

    • @snakkattakk
      @snakkattakk Год назад +8

      @@VertexArcade Please do! These stylized models would be much easier for people to make than more detailed ones!

  • @NightmareCourtPictures
    @NightmareCourtPictures 9 месяцев назад

    Bro went and created an animation editor with models...
    And, its probably universal! lol This dude went omega brain.

  • @vanished001
    @vanished001 Год назад

    Ive never seen this method explained more clearly, excellent video 👍

  • @DuskstarShine
    @DuskstarShine 7 месяцев назад +3

    Id imagen if you want more controll and to smoothly blend the shapes, instead of bringing the selecter to the shapes, bring the shapes to the selecter.
    You can probably set it up so all the images are in a circle around the selecter, and just bring them in towards the middle to turn on and off those indervisual shapes.
    Then there is no need to worry about passing over blendshapes to get to another, or mixing ones on oposit sides ^-^
    Id imagen it could be made as a "base" in like a clock shape, then you only need to add the shapekeys that are in use for that part (say the eyes) and you can leave whatever is spare blank, just changing the shape its blending and the plain's texture to indicate the shape. ^o^
    I have to try this!!

    • @_.lxc1fer._
      @_.lxc1fer._ Месяц назад

      Did you ever do this? What you described is exactly what I’m looking for!!

  • @jullibarb
    @jullibarb 5 месяцев назад

    Que tutorial mais perfeito! Achei um pouco avançado porque não tenho mta familiaridade com os drivers, mas vou tentar aprender, com certeza!
    Parabéns pelo vídeo, valeu mesmo! 😊

  • @willyamcarkey717
    @willyamcarkey717 Год назад

    This is life changing knowledge for me!! I had no idea it can be done in that way!

  • @leethememerwolf
    @leethememerwolf Год назад

    this was a very helpful video and lesson. Shape key driver setup is so nice looking being able to have a preview of the emotion is very handy

  • @ultraozy4085
    @ultraozy4085 10 месяцев назад

    awesome tutorial✌, shape key or morphing workflow has been around forever in other 3d programs its very good not just for faces, blender has it too but most people will just use that default bone face rig thingy

  • @costaluca78
    @costaluca78 Год назад

    Wow that's an amzing tutorial, well done.

  • @Blaxpoon
    @Blaxpoon Год назад

    This extremely high quality. It helps so much thank you !!!

  • @PityMauArt
    @PityMauArt 8 месяцев назад

    This is a really good tutorial!! Super clear thank youuu

  • @MasterCreator1998
    @MasterCreator1998 7 месяцев назад +1

    10 out of 10

  • @martinperon4576
    @martinperon4576 3 месяца назад

    This is great, thanks!

  • @Txour
    @Txour Год назад +8

    minor nitpick, but no, this isn't how most 2d animation is done, i know that you didn't mean anything bad by it, but by reducing the painstaking process of hand-drawn 2d animation to "picking and choosing" you're kinda contributing to the idea of "the computer does everything" which i know that as an animator you're annoyed by too.
    anyway, I think the reason a lot of animators like to have this absolute control over their work is that, unlike real life, every frame should be controlled, handled carefully and generally be pleasing to look at. this mindset is what leads to great moving pictures that also look like great normal pictures.

    • @VertexArcade
      @VertexArcade  Год назад +4

      I completely understand, I didn't mean to undersell the 2D process, I was mostly talking about the tween style animation that it widely used in TV shows on a tight schedule. Hand drawn animation is definitely its own art form

  • @activemotionpictures
    @activemotionpictures Год назад

    This is so cool! Thank you for sharing this amazing tool!

  • @v4p
    @v4p Год назад +7

    it's great

    • @wakegary
      @wakegary 11 месяцев назад +1

      it really is.

  • @ParakeetDSi
    @ParakeetDSi Год назад +1

    I'm pretty sure Minecraft Story Mode did something with the Mouths. Is this similar?

  • @darrennew8211
    @darrennew8211 Год назад +2

    Very nicely presented!

  • @domolutz
    @domolutz Год назад +7

    Cool addon but I can't work with face rigs only using blendshapes, it's too repetitive and all the blending is linear. Adding bones on top of blendshapes can make sure that you're hitting your nicely sculpted poses but you can give more variety by offseting things using the bones, and you can create nice arcs for things like mouth transitions.

    • @VertexArcade
      @VertexArcade  Год назад +3

      Yeah, there's a preferred use case for this and that would be very stylised choppy animation that doesn't necessarily require blending between frames. You could get creative with the shape keys though, like in these examples. It's a different way of thinking about animation but I think there's use cases for both methods. ruclips.net/video/439OBQl7Pb8/видео.htmlsi=68uqAKIyMky01dcy&t=695

    • @pikachufan25
      @pikachufan25 Год назад

      Gonna head to sleep after This xD:
      Just Search: live2d mouth chart
      Repetive Hell Yea!: But "Bad Results cause of X Reason" i disagree... since Live2D uses a Very Similar Workflow which can get Very Smooth Results if Done Propertly...
      (and Yes i know there are Differences between them but its Close Enough that you can probably get a Really Good Result just Using them...)

  • @TrickDigitalYT
    @TrickDigitalYT Год назад +1

    You Should do a thing showing from opening blender to getting to the point where you can edit the face...

  • @pinklady7184
    @pinklady7184 Год назад

    You are God-sent. BIG THANK YOU.

  • @anastasiaklyuch2746
    @anastasiaklyuch2746 Год назад +3

    Just note that this will not work with more complex faces, as shape keys animate linearly, and thus cannot make curved movements.
    For example, a model with giant eyes, where lids need to be rotated down to close - would clip through eye balls if done with shape keys.

    • @VertexArcade
      @VertexArcade  Год назад +2

      Yeah, although you can get creative with the way you make shape keys. If I ever needed some curved motion, I would create an intermediate shape key, and then blend from the open blink to the intermediate then to the closed blink, it's a little more work, but it is possible.
      I've seen some videos where people actually separate the XYZ coordinates of a shape key and then animate them using drivers. It's not the most flexible approach but it can be done

  • @D_Van
    @D_Van Год назад

    a very useful tutorial, thank you!

  • @tommythecreator7941
    @tommythecreator7941 Год назад +1

    That's just awesome! Thank you so much for the lesson!

  • @rene7952
    @rene7952 19 дней назад

    Hi, can you please make a tutorial showing how you created the head? Greetings René

  • @alexbabb2
    @alexbabb2 4 месяца назад

    Amazing video

  • @RTKdarling
    @RTKdarling Год назад +1

    Great work! Subbed!
    This really got me thinking too. I mostly do abstraction and motion graphics, zero character work. This same method might work with a selector that's being randomly moved via geometry nodes. This might be a workflow for creating seemingly greater variation between multiplied models...

  • @YourBlenderJourney
    @YourBlenderJourney 11 месяцев назад

    Thanks you so much for this tutorial!

  • @KilnFirelink
    @KilnFirelink 2 месяца назад

    Used to have something like this I used in 3ds max but have had to switch to blender as of today due to my free licence ending if this works in the current blender on steam I will be purchasing.
    Thanks for your time.
    Updated I found a way to load old ver of blender onto my steam deck. so current ver isnt an issue just I have run into issues when trying to buy your product from your website
    Update 2 I used blender market its taking some getting used to but seems to all be working thank you

  • @toshigen
    @toshigen Год назад

    Awsome!! great applied for expression

  • @hongannguyen8000
    @hongannguyen8000 Год назад

    Magnificent!

  • @xalener
    @xalener 7 месяцев назад

    my brother in christ this *is* a rig

  • @Crashsune
    @Crashsune Год назад

    Super awesome!!! 💖💖

  • @clements3715
    @clements3715 9 месяцев назад

    Yeah we use to learn facial animation like that on 3DS max, it's called morpher in Max like in morphing. very easy and user friendly but efectively less realistic on realistic caracter.

  • @johntheco
    @johntheco 6 месяцев назад +1

    Hey, thank you for that video! I just wanted to ask if that method is exportable into Unreal Engine? Looks really cool!

  • @brellos7220
    @brellos7220 Год назад

    It's a great video! Thanks for helping a lot!

  • @QUENROUTE66
    @QUENROUTE66 Год назад +2

    Great tutorial! Any plans on making a video on how to make stylized faces like this?

    • @VertexArcade
      @VertexArcade  Год назад +1

      Rigging isn't my strong suit so probably not. I can make stylised models, but rigging them correctly for animation just isn't my forte. If I really needed to rig a face I would just use something like the FaceIt addon that generates one automatically

  • @rasutoraba
    @rasutoraba Год назад

    I was wondering this thing ! thanks

  • @househikephotography
    @househikephotography 3 месяца назад

    This was great! Thank you :) is this something that can be exported to a video game engine?

  • @BuzzKirill3D
    @BuzzKirill3D 9 месяцев назад

    Thanks. Good method but as you said, the selector moving between expressions can mess up the transition, touching unwanted expressions in the process. Also, if your selector is an object and not a bone, then the animation won't port properly to game engines.

  • @FF7EverCrisis
    @FF7EverCrisis 9 месяцев назад

    Very informative. Helped a lot

  • @xSupaire
    @xSupaire 4 месяца назад

    actually i said your technique was horrible but it might be good, hold on, give me an other 3 hours, i'll try to make this work (edit ; no it's so fun to do it took me 20 minutes, thanks, i subbed)

  • @Dr.R.
    @Dr.R. Год назад

    lovely, i have to (re)build this :-)

  • @AniHasiro
    @AniHasiro Год назад +1

    Wow, it's super.

  • @KeysPlays
    @KeysPlays Год назад

    this is fire

  • @Koda.Fisher
    @Koda.Fisher Год назад +4

    Heyy I LOVE your Gwen Spider-Verse Model! How do you add the 2D lines for the facial expressions??? a tutorial on that would be sooo awesome! thank you! SUBED.

    • @VertexArcade
      @VertexArcade  Год назад +3

      They're just tiny meshes that I put in front of the model! I'm actually making a tutorial on it right now! Different ways to get line art and I cover that method!

    • @Koda.Fisher
      @Koda.Fisher Год назад

      @@VertexArcade Omg no way!? Thank you sm, I am so excited! Ive been looking for a tut on this forever!

  • @thffk
    @thffk Год назад

    great tutorials

  • @rmt3589
    @rmt3589 Год назад +2

    Deffinately looks like the style I want to use. Can I put in my own svg files, and swap them for different character setups?

    • @VertexArcade
      @VertexArcade  Год назад +2

      Do you mean the images? Yeah, you can set up any character with shape keys and they can have their own set of images that match to them, then you can have more characters with separate shape keys and separate rigs

  • @blacksyrup2562
    @blacksyrup2562 7 месяцев назад +1

    Hello, I'm really interested in this tutorial I just have one question: Are the eyebrows and face joined or parented together?

    • @VertexArcade
      @VertexArcade  7 месяцев назад +1

      They are joined together! For the shape keys to work correctly they should all be one object, you could keep them as separate objects but then you would have to have the same shape keys for each object and then assign the drivers. It works but it's a little more complicated

    • @blacksyrup2562
      @blacksyrup2562 7 месяцев назад

      @@VertexArcade Thank you ♥

  • @edgarortiz6975
    @edgarortiz6975 Год назад +1

    Its there a were of form to make the controls three times with the same model?? You Know, maybe 1 controller for the right eye, 1 controller for the left eye, and another controller for the 2 eyes at the same time??

    • @VertexArcade
      @VertexArcade  Год назад +1

      You could always separate the shape keys into Left and Right using a Vertex Group, then create a second Selector and repeat the same process, this time using the distance between the new selector and the image to control the left or right shape key, then you can move them independently and if you want to control them together you can just move both of the selectors at once

  • @MaiamiPaw
    @MaiamiPaw Год назад

    Great tutorial!
    Will your addons work fine on newest Blender version?

  • @laxly9937
    @laxly9937 7 месяцев назад +1

    Just a quick question. How did you get the mouth to open?

  • @Joryclipz
    @Joryclipz Год назад

    Nice!

  • @Stargorithm
    @Stargorithm Год назад +2

    Yoooo How did you make that spiderverse material for gwen? Not like the hatching or halftone but like the base material used on her face?

    • @VertexArcade
      @VertexArcade  Год назад +2

      It's just a basic toon shader, mix a diffuse shaded into a shader to rgb node, then using a color ramp you can control the sharpness of the shadows

    • @Stargorithm
      @Stargorithm Год назад

      thank you!@@VertexArcade

  • @buster5661
    @buster5661 Год назад +1

    I hope you eventually make a V2 with smoothing

  • @CassidyListon
    @CassidyListon 6 месяцев назад

    11:40 this is the furthest I get, but when I move the selector nothing changes. (Blender 4.2) I know RUclips comments aren't the best place for troubleshooting but I can't figure out what I possibly missed.

  • @mildrice9781
    @mildrice9781 Год назад +3

    whenever i try to seperate the face into L or R i keep getting an "a is not defined error"

    • @mildrice9781
      @mildrice9781 Год назад +1

      I removed the a from the script
      the error isn't there anymore but the left and right sides still dont generate

    • @VertexArcade
      @VertexArcade  Год назад +2

      Yeah that was a silly error that got through (but I uploaded a newer version without that error). A selects everything in Blender so I was on the wrong window when I pressed it.
      Hmm the separate Shape Keys should work and it works on my end, can you send me a message on Twitter/Blender market with your issue?
      Just quick troubleshooting, make sure your model is selected, you have chosen the category that you want to separate and that your shape keys are named correctly, click the Rename/Validate button and see if it helps

  • @JonathanStratton-l5b
    @JonathanStratton-l5b Год назад +1

    Isnt this just blendshapes? Or Morphs been around for decades.

  • @enostakanaka9126
    @enostakanaka9126 Месяц назад

    Is it possible to work with 2 or more characters in a scene. If the answer is yes, what is the best way of achieving that.

  • @kevinsantoso9956
    @kevinsantoso9956 9 месяцев назад +1

    does anyone know how one would control the direction of the eye with this type of rig?

    • @VertexArcade
      @VertexArcade  8 месяцев назад +1

      It's the exact same process as the facial expressions, however this time instead of smiling,frowning etc, you make a bunch of different shape keys for the eye direction, so Eyes Up, Eyes Left, Right etc. then you create the image planes the exact same way, but this time put them in a grid, so the Default eye position at the center, eyes Right to the right, eyes left to the left, Eyes up at the top. The only difference is the shape keys, the rest of it is exactly the same

  • @ryenis
    @ryenis Год назад +3

    is it possible to bake these animations so it can be exported into unity or unreal?

    • @VertexArcade
      @VertexArcade  Год назад +3

      There's no need to bake them, if you keyframe the shape keys they'll be exported when you export your model/rig!

    • @ryenis
      @ryenis Год назад

      @@VertexArcade ty!

  • @rakeshrasapalli3554
    @rakeshrasapalli3554 Год назад

    you are really Osm man

  • @coreragestudios3430
    @coreragestudios3430 Год назад +2

    Can the rig be transported in unreal engine and also works with this addon?

    • @VertexArcade
      @VertexArcade  Год назад +1

      No, the addon is made for Blender. If you animate using the rig it'll keyframe the shape keys and those can be imported into Unreal, but the rig itself can't

    • @coreragestudios3430
      @coreragestudios3430 Год назад

      @@VertexArcade damn

  • @zineddinelabidi_renderverse
    @zineddinelabidi_renderverse 4 месяца назад +1

    Hi i am using this addon , i have a problem with linking the character to another blender scene the contollers is not effecting the mesh anymore if you know the solution for a proper linking or appending i would be very gratefull

    • @enostakanaka9126
      @enostakanaka9126 Месяц назад

      Did you find a solution ? And is it possible to work with 2 or more characters in the same scene ?

    • @zineddinelabidi_renderverse
      @zineddinelabidi_renderverse Месяц назад

      @@enostakanaka9126 i didnt find a solution so i hadt to remove this from my workflow

  • @GraphicalRecruit
    @GraphicalRecruit 8 месяцев назад

    I did what u did but for some reason, it doesn't have a mixed expression instead went from the expression then the default then the expression what should I do.

  • @forestlong1
    @forestlong1 Год назад +2

    OK! But you don't explained how to do left/right parts of mimic separately.

    • @VertexArcade
      @VertexArcade  Год назад +2

      The left and right parts are tricky to do. It's the exact same process but this time we have a second Selector and and a second shape key, then we just add the drivers for this second shape key and the selector and it will control the other side of the face. It was too complicated to go over in this video

  • @FancyFun3433
    @FancyFun3433 Год назад +1

    Hello! I practice realtime animation in blender and have been looking for somewhat of a puppeteer tool for it. Daz3d has the best one but this interests me. Does this work on bones? Can I store multiple poses and then blend between them?

  • @legendarygamerboydragon1728
    @legendarygamerboydragon1728 9 месяцев назад

    Animation is so hard. Is there anyway to do animation for beginners?

  • @josephvanwyk2088
    @josephvanwyk2088 Год назад

    Great video, the technical part lost me a bit. Guess I need to thoroughly research drivers before attempting to touch this.

  • @ryangrant6249
    @ryangrant6249 9 месяцев назад

    Can you make a vid showing how to use your add on plzz

  • @infinieye
    @infinieye 3 месяца назад

    After I add the driver on x location my "mouth selector" doesn't move on the x at all.

  • @kaletziiii6668
    @kaletziiii6668 Год назад +2

    What happened if you export fbx animations like that? Is there still face animations?

    • @VertexArcade
      @VertexArcade  Год назад +2

      Yeah! As long as you enable the Shape Key/morph checkbox when you export, your shape keys will be part of your animations in your fbx file

  • @HamoTheUltimate
    @HamoTheUltimate 8 месяцев назад +3

    Bro im tripping so hard right now. how tf do you move the skin like that?? you didnt even say.. mine just selects vertices and moves them around making it distorted. how do you move them collectively like that?? im using the same tool

    • @ISlayerSwift
      @ISlayerSwift 8 месяцев назад +1

      Using "Proportional Editing Objects" in "Edition Mode", the option its under "Animation" and next to "Snap"

    • @ISlayerSwift
      @ISlayerSwift 8 месяцев назад +1

      If you press G and turn the mouse wheel, you scale the radius

  • @KensleyInnocent
    @KensleyInnocent Год назад +1

    Is there any other software out there that has these inbuilt?! Like C4D, Maya, 3DS Max, etc?

    • @VertexArcade
      @VertexArcade  Год назад

      No, this is a custom built setup for Blender. I've never used the other programs so you might be able to set it up but this driver and shape key method is Blender only

  • @xSupaire
    @xSupaire 4 месяца назад

    Why m'y driver value goes from 0 To 9 (thé number of pictures) instead of staying 0 on the selected image?

  • @canowaui
    @canowaui Год назад +1

    Hey where is that gwen model from? Need it