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EL4CTEO

Blender Facial Shapekeys skill

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.

$npx skills add EL4CTEO/blender-skills --skill blender-facial-shapekeys
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-facial-shapekeys/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
59/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Facial Shapekeys

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-facial-shapekeys

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads blender-facial-shapekeys when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the blender-facial-shapekeys skill”. In Codex, type $blender-facial-shapekeys.

The skill itself

SKILL.md

FolderGitHub

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").

Tips for Blender Facial Shapekeys

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Blender Facial Shapekeys

What does the Blender Facial Shapekeys skill do?

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 Blender Facial Shapekeys?

Run "npx skills add EL4CTEO/blender-skills --skill blender-facial-shapekeys" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Blender Facial Shapekeys work in Cursor and Codex?

Yes. Blender Facial Shapekeys uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Blender Facial Shapekeys free?

Blender Facial Shapekeys is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Blender Facial Shapekeys?

Blender Facial Shapekeys is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.

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