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In the Tools shelf (press T to bring it up, if it's not there.) Check the X-Mirror option under Mesh Options. We will start with the upper part of the face, so name this eye-brow-angry or EB-Angry for short (or anything else you like.) Add another Shape Key with the + (plus) button. That means one shape key for the left eyebrow raised, another for the right lip smile and so on. We will create a separate shape key for each individual shape, or change to the geometry. Shape keys can only be created in Object mode, but we can of course edit the shape of any key by entering into Edit mode. Whatever you do, try not to edit the shape of this key. This first shape key is automatically named Basis, and is the default shape of the object. With the Head object selected, Press the + (plus) button to add a Shape Key. By doing this, we have assigned the middle row to both the Left and Right groups. Click on Right in the Vertex Group panel, reduce the weight to 0.500 and then click Assign. Similarly, assign the middle row to the Right vertex group with a 0.500 Weight value. Select Left in the Vertex Group panel and reduce the Weight value to 0.5, and then press Assign. Alt-Right Click to select a row, or Shift-Right Click to manually select multiple vertices. Now only select the middle row of vertices. Name it Right and with the Weight set to 1.00, press Assign to assign the selected vertices to the group. Similarly, select all the right side vertices and create a new Group. Make sure the Weight value is set to 1.00 Name the vertex group Left and click Assign. In the Mesh Data properties, under the Vertex Groups panel, press the + (plus) sign to add a Group. In Edit mode, press B to enable drag select and select all the left side vertices. This can be done by creating vertex groups and later we can assign a shape key to affect only a particular vertex group, say left or right. Now instead of creating one at time, we can create a shape key together and later split it into two different keys, one for the left and one for the right. one shape key for the raised left eyebrow and another for the raised right eyebrow. But for some keys, we need to make individual shape keys for the left and right, e.g.
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Now press P to make them a separate object. Select any vertex of the eye by Right Clicking and then press Control-L to select the connecting mesh (the eye sphere). So it's good to make them a separate object.
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While editing the mesh, we must also take care that the eyeballs are not edited, if it's not a requirement. Make sure to apply the Mirror modifier before creating shape keys. These are also know as morph targets or blend shapes. Shape keys are used where we need to animate the shape of an object by animating the vertices of the mesh, which are difficult to deform with bones. can also be achieved through various permutation and combinations of the eyebrow line, lips, and eyes. Many other emotions such as bored, shock, devious, confused, contempt, etc. We must also understand how these parts move and their limitations. Just by changing these lines we will get very different expressions. To draw or illustrate these emotions, we use the eyebrows, eyelids, and mouth. There are six expressions for six basic emotions - anger, happy, surprise, sad, fear and disgust.
#Keyshape blender how to
In the second part, we'll look at how to add drivers using bones and controllers. The first part covers the introduction of Shape Keys and how to create basic expressions commonly used for animation. In this two part tutorial, you will learn how to create a basic facial animation setup for a character in Blender.
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