Llama Labs Interactive
  • Introduction
  • Asset Creation
    • The Crate Series
      • Blender Basics
        • The Base Model
        • Edit Elements
        • Blender Common Tools
        • Simple Materials
        • Useful Techniques
        • Exporting the Asset
        • Summary
      • Materials and UVs
      • Palette & Gradient Texturing
        • Palette Approach
        • Creating the Material
        • Unwrapping UVs
        • Finalizing the asset
      • Tileable Textures
        • Creating the Texture
        • Creating the Material
        • Unwrapping the UVs
        • Finalizing the Asset
      • Trim Sheets
        • Creating the Texture
        • Creating the Material
        • Unwrapping UVs
        • Finalising the Asset
      • Hand Painted Assets
      • High polygon Assets
    • VRM Avatars
      • Getting Started
      • VRM for Blender
        • Installation
        • Rigging the Avatar
        • Weight Painting
        • Blend Shapes
        • VRM Details
        • VRM Export
  • Hyperfy
    • Custom Avatar Animation
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On this page
  • Standard Blend Shapes
  • Create the Blend Shapes
  • Adding Blend Shapes to the VRM
  • Adding a Blend Shape
  • Adding A Material Value
  1. Asset Creation
  2. VRM Avatars
  3. VRM for Blender

Blend Shapes

This page goes into how to apply Blend shapes to your VRM as well as editing the Material Values...

Blend Shapes allow you to set up changes to meshes for applications to use when using lipsync with key vowel sounds such as A, E, I, O, and U or displaying emotion such as blinking, joy, anger, sorrow, and fun as well.

You can utilise either blend shapes to morph vertices from one state to another, as well changing material values such as scale or move material UVs.

It is also possible to blend or snap to the states, depending on the style of character you are making.

Standard Blend Shapes

The standard VRM Blend shapes include the following :

  • Neutral

  • A - ah

  • I - ee

  • U - oo

  • E - eh

  • O - oh

  • Blink

  • Joy

  • Angry

  • Sorrow

  • Fun

  • Look Up

  • Look Down

  • Look Left

  • Look Right

  • Blink L

  • Blink R

Create the Blend Shapes

Create any Blend Shapes using the Shape Keys category in the Data Properties panel. Make sure the asset you would like to add Blend Shapes to is selected.

  • Use the '+' to add a Basis Blend Shape, this is the default shape to base all other Blend Shapes from.

  • Use the '+' to add a second Blend Shape, double click on the 'Key 1' name to rename it to your target shape name.

  • Make sure the new Blend Shape is selected, then go into Edit mode on the asset.

  • Make the required changes to the mesh.

  • Exit Edit mode when done, use the 'Value' slider under the Blend Shape to see the results of your Blend Shape.

  • Continue adding new blend shapes until you have all the required shapes.

Adding Blend Shapes to the VRM

  • Open the VRM Blend Shape Proxy section the VRM for Blender tool.

  • Select the Blend Shape you would like to create such as 'A'.

  • Select if you would like the Blend Shape to snap, rather than transition, with the 'Is Binary' option.

Adding a Blend Shape

  • To add a Blend Shape, click on the '+' under the 'Binds' category,

  • Select the target object including the Blend Shapes under the binds section

    • Use the Picker tool to select in the editor, or select the category to select the object by name.

  • Select the Shape Key that you would like to add to the Blend Shape.

    • It is possible to add more than one Shape Key to the Blend Shape, such as combining multiple Shape Keys together from a FACS pose system.

    • The Shape Key option will not appear if the model has no shape keys to select.

Adding A Material Value

A Material Value allows you to scale or position the UVs numerically, making the 'Is Binary' option is recommended.

  • Select the '+' under the Material Values section.

  • Add the Material you would like to apply the values to.

    • Note that the values to the material will apply to all assets with it.

  • Select which property you would like to apply the values to such as :

    • Color

    • MainTex

    • MetallicGlossMap

    • BumpMap

    • ParallaxMap

    • OcclusionMap

    • Emission

  • Add the number of values you would like to change depending on the type of material you applied.

    • Color

      • Value 0 = Opacity [?]

    • MainTex

      • Value 0 = Scale X

      • Value 1 = Scale Y

      • Value 2 = Offset X

      • Value 3 = Offset Y

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Last updated 2 months ago