Make sure the avatar’s head is selected and position the timeline slider to correspond to the shape key animations start point. To do this switch the Shape Key Editor (back) to the Action Editor and click + New to create a sequence. Action Sequence Proxyīefore exporting ensure a ‘proxy’ Action exists that corresponds to the duration of the Shape Key sequences i.e., if the facial expression is 20 frames long (frames 1 through 20), an Action must also match this, also being 20 frames. In the Shape Key Editor, the available shape key Channels can be shown expanding Summary, after which a value can be set, with pose Marker automatically placed in the timeline, at the scrubbers location. Repeat as needed to create an overall expression. This drops a Keyframe Marker into the timeline storing the pose data. Move the timeline scrubber/slider to a key frame and then change the Value input field for the appropriate key to ‘pose’ a particular area of the avatars face. To animate, switch the Action Editor (Dope Sheet) to the Shape Key Editor and expand the Summary heading in the Channel listing to display all the available Shape Keys. Each ‘key’ stores a corresponding deformed mesh ‘shape’ that can be blended from the unmodified default version to whatever is referenced by the shape key itself. The Shape Key Starter File includes an avatar, female or male, which is set up with a series of Shape Keys (morph targets) – listed in Object Data Properties. As a result sequences made for one avatar may not work correctly for the other due to differences in shape between the two. The file includes a standard version of the female or male avatar, without skeleton (armature), assigned a set of Shape Keys (listed in Object Data Properties ) that can be used to modify the avatars face creating custom expressions or animations (static poses or animated sequences).ĭesign note: shape keys/morphs differ from general avatar animation in that they don’t use a skeleton to deform the mesh. To create shape key/morph animations the Shape Keys Starter File for Blender is needed. They work by storing coordinates, one for a mesh in its default state, another after modification, the difference then being controllable using a property slider to shift between each to varying degrees. They allow for the creation of animation without using an underlying skeleton. Description: in this avatar tutorial we take a look at making a simple custom avatar expression for the IMVU using head ‘ morphs‘ that animates or change the avatars face that can be exported as an *.fbx from Blender, imported into IMVU Classic and IMVU Studio, then set up as a triggered action.ĭownload: Face Morph Starter File for Blender | Example File.ĭesign note: in Blender Morph Targets are called Shape Keys.
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