Morph Targets / Shape Keys

Authoring shape keys in Blender

Morph Target / Shape Keys

Ok, these are actually pretty easy to author / edit.

  • In blender, click on your mesh and go to the data tab (green upside down triangle guy)
  • Make sure your asset has been modeled in a sensible “default” position
    {{0xc00099b9f0 0xc00099b9f0 image.png Click the plus sign and add a shape key - it will be called “Basis” alt text alt text 0xc0009907e0} 0 false}

    Click the plus sign and add a shape key - it will be called “Basis”

    • Click the plus sign and add a shape key - it will be called “Basis”
      • Don’t change anything here - you are just defining the base pose essentially. If you need to go back and make edits to the base make sure basis is selected before going into edit mode
    • Click the plus sign again to add a shape key. You can name it to keep track.
      {{0xc00099b9f0 0xc00099b9f0 image-1.png  alt text alt text 0xc000990cc0} 1 false}
  • With the newly created shape key selected, now you can go into edit mode and make changes
    • Move verts around to create your shape key
    • As long as you don’t change the topology, any changes you make here are automatically set as for the shape key
    • For example, I took the scanner bot’s normally circular eye and made it a happy shape:
      {{0xc00099b9f0 0xc00099b9f0 image-2.png  alt text alt text 0xc000822360} 2 false}
  • When you exit edit mode, your edits will disappear - you can now change the “value” on the shape key thing to preview the animation
    {{0xc00099b9f0 0xc00099b9f0 image-3.png  alt text alt text 0xc00069a120} 3 false}
    • You can set the range min and max to overdrive / invert the key - great for overshoot anims
      • The alpha is clamped in blender by these values but UE ignores the clamp
  • You can export the mesh normally - in UE, you’ll have to make sure “Import Morph Targets” is set on the import settings:
    {{0xc00099b9f0 0xc00099b9f0 image-4.png  alt text alt text 0xc00069a180} 4 false}
  • The morph target curve is directly editable / settable in montages
  • Keys should be able to be animated in blender and imported as animations as well, but I think there may be an extra step for exporting these values (baking animation?)
    • I have not tried this yet, but I’ve seen a bunch of people complaining about it.
    • Exporting as ABC avoids this problem, but will instead rebase your mesh entirely. May be fine for simple assets / plants etc