Agent Skills › EL4CTEO/blender-skills › blender-facial-shapekeys

blender-facial-shapekeys

GitHub

提供Blender面部绑定与Shape Keys工作流,涵盖ARKit混合形状、口型同步及对称处理。指导从网格准备、雕刻、镜像到驱动器和引擎导出的全流程,确保兼容Unity/Unreal等游戏引擎的标准规范。

skills/blender-facial-shapekeys/SKILL.md EL4CTEO/blender-skills

触发场景

需要创建或修复Blender角色面部绑定 制作符合ARKit标准的表情混合形状 为游戏或VR应用导出面部动画资源 解决面部Shape Keys的拓扑或命名问题

安装

npx skills add EL4CTEO/blender-skills --skill blender-facial-shapekeys -g -y
更多选项

不安装直接使用

npx skills use EL4CTEO/blender-skills@blender-facial-shapekeys

指定 Agent (Claude Code)

npx skills add EL4CTEO/blender-skills --skill blender-facial-shapekeys -a claude-code -g -y

安装 repo 全部 skill

npx skills add EL4CTEO/blender-skills --all -g -y

预览 repo 内 skill

npx skills add EL4CTEO/blender-skills --list

SKILL.md

Frontmatter
{
    "name": "blender-facial-shapekeys",
    "license": "MIT",
    "metadata": {
        "author": "blender-agent-skills",
        "version": "1.2.0"
    },
    "description": "Facial rigs and shape keys in Blender 5.3 - 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."
}

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)

  1. 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.
  2. scripts/shapekeys.py -- --mesh Head --create arkit (or --create visemes for the 15 Oculus visemes) creates empty, correctly named keys.
  3. Sculpt each key (live: sculpt mode on the active key, use_shape_key_edit_mode). Symmetric expressions can be sculpted once, then --split eyeBlink gives eyeBlinkLeft/Right with a soft blend across X=0 (--falloff m).
  4. --mirror browDownLeft builds browDownRight (topology-independent mirror).
  5. --report lists 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.
  6. Optional: --drivers FaceCtrl adds a controller with 0–1 custom properties driving each key, for keyframing in Blender.
  7. 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-qa zfighting on lid/eye).
  • Range 0–1. slider_max can 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, not EyeBlink_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_shapekey for 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 TRANSFORMS variable (ROT_X, LOCAL_SPACE, mapped to 0–1).
  • Combination: key jawOpen_mouthSmile with driver SCRIPTED expression a*b, from the two key values (SINGLE_PROP key_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=True bakes 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").

版本历史

  • b1b21df 当前 2026-11-15 13:19

同 Skill 集合

skills/blender-addon-development/SKILL.md
skills/blender-animation/SKILL.md
skills/blender-asset-qa/SKILL.md
skills/blender-character-rigging/SKILL.md
skills/blender-clothing/SKILL.md
skills/blender-core/SKILL.md
skills/blender-environment-kits/SKILL.md
skills/blender-export-pipelines/SKILL.md
skills/blender-game-optimization/SKILL.md
skills/blender-geometry-nodes/SKILL.md
skills/blender-hair-grooming/SKILL.md
skills/blender-hardsurface-modeling/SKILL.md
skills/blender-lighting-lookdev/SKILL.md
skills/blender-pbr-materials/SKILL.md
skills/blender-pipeline-automation/SKILL.md
skills/blender-rendering/SKILL.md
skills/blender-retopology-uv/SKILL.md
skills/blender-scene-setup/SKILL.md
skills/blender-sculpting/SKILL.md
skills/blender-simulation/SKILL.md
skills/blender-stylized-npr/SKILL.md
skills/blender-texture-baking/SKILL.md
skills/blender-texturing/SKILL.md
skills/blender-time-of-day/SKILL.md
skills/blender-video-editing/SKILL.md
skills/blender-weather-fx/SKILL.md
skills/blender-workflow-recipes/SKILL.md

元信息

文件数
0
版本
b1b21df
Hash
8d864734
收录时间
2026-11-15 13:19

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