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	<title>Doc:2.6/Manual/Animation/Techs/Shape/Shape Keys/Examples - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys/Examples&amp;diff=114371&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys/Examples&amp;diff=114371&amp;oldid=prev"/>
		<updated>2018-06-28T19:51:54Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:51時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys/Examples&amp;diff=114370&amp;oldid=prev</id>
		<title>2014年10月23日 (木) 11:25にwiki&gt;Urkokulによる</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Techs/Shape/Shape_Keys/Examples&amp;diff=114370&amp;oldid=prev"/>
		<updated>2014-10-23T11:25:22Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header||}}&lt;br /&gt;
&lt;br /&gt;
=Shape Key Examples=&lt;br /&gt;
We are going to illustrate what we saw in the previous pages with two examples, a simplistic face for relative shape keys, and a simple growing flower for absolute shape keys.&lt;br /&gt;
&lt;br /&gt;
== A Face Animation With Relative Shape Keys ==&lt;br /&gt;
This first example is going to be very simple, but I hope it to illustrate all key points of relative shape keys! We’ll use a face with just two eyes and a mouth – if you are used to comics, you should know this is enough to express nearly all human feelings…&lt;br /&gt;
&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
[[File:ManAnimationTechsShapeKeysExRSKFaceModel.png|frame|right|A quite simple face’s mesh.]]&lt;br /&gt;
This is quite trivial – just add a plane and subdivide it a few times, then insert in it the eyes and the mouth openings, using selective subdivision and deletion of faces/edges… See the [[Doc:2.6/Manual/Modeling|modeling chapter]] for more details.&lt;br /&gt;
&lt;br /&gt;
Once a {{Literal|Subdivision Surface}} modifier added, you should get something similar to (''A quite simple face’s mesh'').&lt;br /&gt;
&lt;br /&gt;
Now, add vertex groups for each “animation part”: &amp;lt;code&amp;gt;eye_r&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;eye_l&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mouth_r&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;mouth_l&amp;lt;/code&amp;gt; (I hope you know which vertices to put in each group!).&lt;br /&gt;
&lt;br /&gt;
=== Creating Shape Keys ===&lt;br /&gt;
The first created shape key (&amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt;) will keep its neutral face as we modeled it. Next we add the “pieces of feeling” shapes – even with such a simple face, we’ll create quite a bunch of keys:&lt;br /&gt;
*For the right eye, create an &amp;lt;code&amp;gt;eye_r_close&amp;lt;/code&amp;gt; one, an &amp;lt;code&amp;gt;eye_r_sad&amp;lt;/code&amp;gt; (eye rotated, lower at the border of the face), and an &amp;lt;code&amp;gt;eye_r_angry&amp;lt;/code&amp;gt; (eye rotated, upper at the border of the face). Do the same for the left eye (&amp;lt;code&amp;gt;eye_l_…&amp;lt;/code&amp;gt;).&lt;br /&gt;
{|align=center&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExRSKFaceEyeRCloseSK.png|thumb|150px|&amp;lt;code&amp;gt;eye_r_close&amp;lt;/code&amp;gt;.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExRSKFaceEyeRSadSK.png|thumb|150px|&amp;lt;code&amp;gt;eye_r_sad&amp;lt;/code&amp;gt;.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExRSKFaceEyeRAngrySK.png|thumb|150px|&amp;lt;code&amp;gt;eye_r_angry&amp;lt;/code&amp;gt;.]]&lt;br /&gt;
 |}&lt;br /&gt;
*For the right part of the mouth, create &amp;lt;code&amp;gt;mouth_r_shut&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mouth_r_open&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mouth_r_down&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;mouth_r_up&amp;lt;/code&amp;gt; shape keys. Again, do the same for the left part of the mouth.&lt;br /&gt;
{|align=center&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExRSKFaceMouthRCloseSK.png|thumb|150px|&amp;lt;code&amp;gt;mouth_r_close&amp;lt;/code&amp;gt;.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExRSKFaceMouthROpenSK.png|thumb|150px|&amp;lt;code&amp;gt;mouth_r_open&amp;lt;/code&amp;gt;.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExRSKFaceMouthRDownSK.png|thumb|150px|&amp;lt;code&amp;gt;mouth_r_down&amp;lt;/code&amp;gt;.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExRSKFaceMouthRUpSK.png|thumb|150px|&amp;lt;code&amp;gt;mouth_r_up&amp;lt;/code&amp;gt;.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
For each of these keys, type in their {{Literal|Vertex Group}} field the name of the relevant vertex group we previously created – this way, you explicitly restrain your keys to affect only “their” vertices. You will see how this might be useful later in this example.&lt;br /&gt;
&lt;br /&gt;
This makes fourteen keys (plus the &amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; one), fourteen “expression bricks”, sufficient to build nearly every human expression (in a “comic” fashion – a realistic face would need to include much more details and elements, like eyebrows, nose, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Animating ===&lt;br /&gt;
[[File:ManAnimationTechsShapeKeysExRSKFaceHalfSmileExpression.png|frame|right|A first expression example.]]&lt;br /&gt;
Many relative shape keys can be blended together. For example, to create an half-smile (left part of the mouth) with a right eye blink, starting from the default state (all shape keys’ influences set to zero, i.e. &amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; shape active only), close a bit the right mouth part (&amp;lt;code&amp;gt;mouth_r_shut&amp;lt;/code&amp;gt;), rise and open the mouth left part (&amp;lt;code&amp;gt;mouth_l_open&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mouth_l_up&amp;lt;/code&amp;gt;), close slightly the right eye (&amp;lt;code&amp;gt;eye_r_close&amp;lt;/code&amp;gt;), and make it bend a bit (&amp;lt;code&amp;gt;eye_r_sad&amp;lt;/code&amp;gt;). You should get something similar to (''A first expression example''). You can use the slider of each shape key to set their value, or directly add and edit F-curves for their channels in the {{Literal|Graph Editor}} window.&lt;br /&gt;
&lt;br /&gt;
Now that you know how to create an expression, animate it!&lt;br /&gt;
&lt;br /&gt;
[[File:Doc-26-Manual-Animation-Techs-ShapeKeys-ExRSKFaceHalfSmileIpoCurves1.png|thumb|300px|right|Our first “half smile” animation’s F-curves.]]&lt;br /&gt;
Let’s say we start at frame '''10''' with the neutral expression, want the full half-smile with the blink at frame '''50''', and back to neutral face at frame '''90'''.&lt;br /&gt;
&lt;br /&gt;
First, move the whole keyframe you created above at frame '''50''' (use for example the {{Literal|Graph Editor}}…). Then, add new keyframes at frame '''10''' and '''90''', by setting all above affected shape keys at zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;vimeo&amp;gt;15189494&amp;lt;/vimeo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Doc-26-Manual-Animation-Techs-ShapeKeys-ExRSKFaceHalfSmileIpoCurves2.png|thumb|300px|right|Enhanced “half smile” animation’s F-curves.]]&lt;br /&gt;
This will give us an animated face – but the playback ({{Shortcut|alt|A}}) is not very convincing! The eye blink should be very short, compared to the mouth smile. Well, this is just F-curve timing – narrow the “zero” control points of the &amp;lt;code&amp;gt;eye_r_close&amp;lt;/code&amp;gt; F-curve near the '''50''' frame. Similarly, the smile might stay a few frames at its maximum, so duplicate the “full smile” control points of the &amp;lt;code&amp;gt;mouth_r_shut&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mouth_l_open&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;mouth_l_up&amp;lt;/code&amp;gt; F-curves, and move them e.g. to frame '''70'''.&lt;br /&gt;
&lt;br /&gt;
Hit {{Shortcut|alt|a}} again – now that’s better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;vimeo&amp;gt;15189450&amp;lt;/vimeo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this process, you can animate your face, make it laugh, cry, talk, frightened, angry, etc. As {{Literal|Shape Keys}} datablocks can become actions, you could also use actions to gather all these small “expression bricks” animations in higher-level actions (one for laugh, crying, etc.), and then use them in the NLA…&lt;br /&gt;
&lt;br /&gt;
One last thing: we are going to see why we created those vertex groups. Right now, you can erase their names in the {{Literal|Vertex Group}} fields of your shape keys, you’ll see no difference in the animation. But our face is somewhat squarish – let’s make it more rounded!&lt;br /&gt;
&lt;br /&gt;
Select the &amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; key, enter {{Literal|Edit}} mode ({{Shortcut|Tab}}), select the border vertices, and make them ”circle-ish” (use e.g. the {{Literal|To Sphere}} tool). Now, if you erased the vertex groups’ names from your key fields, you are going to have a surprise: each time one of these keys have an influence higher than zero, the face tends to come back to its squarish shape – it even become sometime “over-squarish”! Arg!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;vimeo&amp;gt;15189610&amp;lt;/vimeo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember: ''a shape key stores all its vertices’ positions''. As you edited the &amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; one, but not the others, for these the face is still squarish. You have two ways to solve this problem:&lt;br /&gt;
*You can propagate the change from &amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; to all other shape keys (select the affected vertices, and hit {{Shortcut|W}}{{Menu|type=popup|Shape Propagate}}). This will result in modifying all shape keys – you’ll often have to check them after that, to make sure this didn’t affect them in an undesired way…&lt;br /&gt;
*You can use vertex groups to control shape keys’ influence! Type again the relevant names in your shape keys’ {{Literal|Vertex Group}} fields, ''et voila''! Playing again the animation, you can see that the face now remains nicely rounded in every circumstances!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;vimeo&amp;gt;15189685&amp;lt;/vimeo&amp;gt;&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== A Growing Flower Animation With Absolute Shape Keys ==&lt;br /&gt;
This is going to be a “nicer” example – let’s make grow a (daffodil inspired) flower.&lt;br /&gt;
&lt;br /&gt;
Here again, we’ll use a mesh. Note that this won’t be a realistic grow – it would take days to model such one!&lt;br /&gt;
&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
We won’t detail the flower modeling here – see the [[Doc:2.6/Manual/Modeling|dedicated chapter]]! Our flower is made of several distinct meshes (the bulb and roots, the leaves, the stem, and the flower), each created by extrusion (and a few sub-divisions) of basic shapes, and each having a simple, solid-colored material.&lt;br /&gt;
&lt;br /&gt;
[[File:ManAnimationTechsShapeKeysExASKFlowerModel.png|thumb|400px|right|The “basic working” shape of our daffodil.]]&lt;br /&gt;
One key point when you model an object you intent to morph with absolute shape keys is to keep in mind all steps it is going to go through – remember you cannot change the topology of your object with shape keys (i.e. cannot add nor remove vertices, edges or faces)!&lt;br /&gt;
&lt;br /&gt;
Also, you should model your object in its most “neutral” state – here, I decided to make the “daffodil” nearly full grown, but with the stem still perfectly straight, its flower bud closed, and the flower itself (a separated mesh) completely apart.&lt;br /&gt;
&lt;br /&gt;
This will become your &amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; key – but with absolute keys, you do not have to use it at all!&lt;br /&gt;
&lt;br /&gt;
=== Creating Shape Keys ===&lt;br /&gt;
As said above, we won’t use the first added shape key (&amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; one). And don’t forget to disable the {{Literal|Relative}} button!&lt;br /&gt;
&lt;br /&gt;
{|align=right&lt;br /&gt;
 |+'''Three shape keys of the growing flower.'''&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlowerFinalK.png|thumb|300px|right|The &amp;lt;code&amp;gt;final&amp;lt;/code&amp;gt; shape key.]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlowerStemMidK.png|thumb|300px|right|The &amp;lt;code&amp;gt;stem_mid&amp;lt;/code&amp;gt; shape key.]]&lt;br /&gt;
 |-&lt;br /&gt;
 |align=center|[[File:ManAnimationTechsShapeKeysExASKFlowerLeavesMidK.png|thumb|300px|right|The &amp;lt;code&amp;gt;leaves_mid&amp;lt;/code&amp;gt; shape key.]]&lt;br /&gt;
 |}&lt;br /&gt;
In general, it’s easier to go from “most complex” to “simplest”, so our first real key (named &amp;lt;code&amp;gt;Final&amp;lt;/code&amp;gt;) will be the full grown flower. Again, we wont detail the modeling here (only vertices/edges/faces transformations, now!).&lt;br /&gt;
&lt;br /&gt;
Then, we add, ''based on the previous &amp;lt;code&amp;gt;final&amp;lt;/code&amp;gt; key'', the “previous” one, &amp;lt;code&amp;gt;flower_mid&amp;lt;/code&amp;gt;, which, once correctly edited, represents the flower half opened.&lt;br /&gt;
&lt;br /&gt;
The “previous” one, &amp;lt;code&amp;gt;flower_start&amp;lt;/code&amp;gt;, will represents the stem and leaves fully developed, but with a closed flower bud – nearly the same as the first &amp;lt;code&amp;gt;Basis&amp;lt;/code&amp;gt; key, so just add it from this one!&lt;br /&gt;
&lt;br /&gt;
From now on, we continue to add “previous” keys, regressing each time the flower development (&amp;lt;code&amp;gt;stem_mid&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stem_start&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;leaves_mid&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;init&amp;lt;/code&amp;gt;). Each key is based on the “next” one, just shortening the stem, leaves, roots…&lt;br /&gt;
&lt;br /&gt;
Once again, this example is very raw – to have a good growing interpolated animation would need more keys (if you look close to the video, or the blend file, you’ll see there are some interpolation artifacts…).&lt;br /&gt;
&lt;br /&gt;
=== Animating ===&lt;br /&gt;
Well, this is the best part! You just have to organize well your shape keys’ lines in the {{Literal|Graph Editor}} window – they must be in the right order, first &amp;lt;code&amp;gt;init&amp;lt;/code&amp;gt; one, then &amp;lt;code&amp;gt;mid_leaves&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;start_stem&amp;lt;/code&amp;gt;, etc. &lt;br /&gt;
&lt;br /&gt;
Next thing to do is to keyframe linear this shape keys, starting at frame '''25''' on the first &amp;lt;code&amp;gt;init&amp;lt;/code&amp;gt; shape key and ending at frame '''475''' on the last &amp;lt;code&amp;gt;final&amp;lt;/code&amp;gt; one, but you might use a more complex one, to control the morphing more precisely!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;vimeo&amp;gt;15188987&amp;lt;/vimeo&amp;gt;&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
If you do not have the video, here are some screenshots:&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlower001.jpg|thumb|100px|frame '''001'''.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlower100.jpg|thumb|100px|frame '''100'''.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlower200.jpg|thumb|100px|frame '''200'''.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlower300.jpg|thumb|100px|frame '''300'''.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlower400.jpg|thumb|100px|frame '''400'''.]]&lt;br /&gt;
 |[[File:ManAnimationTechsShapeKeysExASKFlower500.jpg|thumb|100px|frame '''500'''.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
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