blender-facial-shapekeys
Facial rigs and shape keys in Blender 5.2 - ARKit 52 blendshapes, visemes for lip-sync, sculpting expressions, splitting symmetric shapes into Left/Right, mirroring, corrective and combination shapes, drivers and control rigs, bone+blendshape hybrids, export to engines (Unity, Unreal, Roblox dynamic heads, VRM/web). Use for faces, expressions, lip-sync, or any shape-key work.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/blender-skills --skill blender-facial-shapekeysIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides a set of Blender scripts for managing facial shape keys and rigs. It includes tools for creating ARKit-compatible blendshapes, splitting symmetric keys, mirroring, and setting up drivers. No security issues were detected; the scripts operate entirely within the Blender environment using standard APIs.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Facial Rig & Shape Keys
The execution model is in blender-core. The body rig is in blender-character-rigging.
Choose the approach
| Approach | Use | Notes |
|---|---|---|
| Blendshapes (ARKit 52) | games, VTubers, mocap (iPhone/Live Link Face), web/VRM | the industry interchange set; each shape is sculpted |
| Bones (jaw, eyes, lids, brows, lips) | stylized, low memory, mobile | jaw + eyes as bones are almost always right |
| Hybrid | most production game heads | jaw/eye/tongue bones + blendshapes for everything soft |
Rigify face (human metarig) | film-style keyframe animation inside Blender | 100+ face bones, heavy for engines |
Procedure (blendshapes)
- The head mesh needs clean loops around the eyes and mouth (
blender-retopology-uv), with eyes, teeth and tongue as separate objects parented or weighted to bones. scripts/shapekeys.py -- --mesh Head --create arkit(or--create visemesfor the 15 Oculus visemes) creates empty, correctly named keys.- Sculpt each key (live: sculpt mode on the active key,
use_shape_key_edit_mode). Symmetric expressions can be sculpted once, then--split eyeBlinkgiveseyeBlinkLeft/Rightwith a soft blend across X=0 (--falloffm). --mirror browDownLeftbuildsbrowDownRight(topology-independent mirror).--reportlists unsculpted keys, the max offset per key, and missing ARKit names. A shape is done only when every key moves and nothing is left over.- Optional:
--drivers FaceCtrladds a controller with 0–1 custom properties driving each key, for keyframing in Blender. - Check the extremes and combinations (jawOpen + mouthSmile, eyeBlink + eyeSquint) with
look. Fix them with corrective combination keys driven by the product of two keys.
Shape key rules
- Shapes are deltas from Basis. Never change the Basis topology after creating keys (adding or removing verts destroys every key).
- One action per key. No head or neck movement inside face keys (bones do that). Keep eyelids sliding over the eye surface, not through it (check with
blender-asset-qazfighting on lid/eye). - Range 0–1.
slider_maxcan be raised for exaggeration, but engines clamp to 0–1. - Relative keys (
use_relative=True, the default) are the only kind that exports. - Name exactly per spec (case-sensitive):
eyeBlinkLeft, notEyeBlink_L. Engines map by name. - Keys on meshes with Subdivision: sculpt at level 0, and keep the subdivision modifier after the shape keys (they're evaluated first anyway).
- Applying modifiers on a mesh with shape keys fails. Use
modifier_apply_as_shapekeyfor deform modifiers, or apply them before creating keys.
Correctives and combination shapes
- Corrective for a bone pose: sculpt in the posed state, then drive with a
TRANSFORMSvariable (ROT_X,LOCAL_SPACE, mapped to 0–1). - Combination: key
jawOpen_mouthSmilewith driverSCRIPTEDexpressiona*b, from the two key values (SINGLE_PROPkey_blocks["jawOpen"].value). Simple expressions don't need Python auto-run.
Engine notes
- Unity: FBX blendshapes. In the Model importer, set Blend Shape Normals = Calculate (or Import if smoothing was exported). ARKit names map to the AR Foundation face-tracking samples.
- Unreal: morph targets ("Import Morph Targets"). Live Link Face / MetaHuman Animator use ARKit names, and the Pose Asset maps the curves. No leaf bones.
- Roblox dynamic heads: FACS-based poses with Roblox-specific names, authored as animation frames on a head rig (Creator Hub "Dynamic heads" spec). Build from the official Blender template. ARKit sculpts can be reused by renaming/mapping. Head ≤ 4,000 tris.
- VRM / web (three-vrm, ReadyPlayerMe-style): ARKit 52 + visemes as glTF morph targets (
export_morph=True). Keep the morph-normal export on only if shading needs it (it doubles the size). - Drop unused keys before export. Every key costs memory per vertex (glTF sparse accessors help).
Gotchas
ob.shape_key_add(from_mix=False)copies the Basis.from_mix=Truebakes the current mix (useful for combos, dangerous by accident).shape_key_mirror(use_topology=False)needs a mesh symmetric on X. Run it on the active key (the script handles this).- Driver variables on shape keys use the Key ID (
ob.data.shape_keys), not the mesh:fc = kb.driver_add("value").
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/el4cteo/blender-skills/blender-facial-shapekeys">View blender-facial-shapekeys on skillZs</a>