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I have a simple mesh in the shape of the a human face, that I need to animate in terms of various facial expressions given the coordinate positions of the different facial features (like inner outer corners of eyes, lips, eyebrows etc) for different frames (>500) as text files.

I'm fairly new to blender and python but from a little research it was obvious that the answer lies in using shape keys, but I don't know how to go about it.

Raina
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  • Just a note, the [StackExchange site for 3D graphics and modeling](http://area51.stackexchange.com/proposals/5022/3d-graphics-modeling-applications) has reached it's commitment and should go into private beta soon. – Chad Cooper Oct 31 '11 at 15:30

2 Answers2

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I think this is what you need. Check the source code and you will get with the solution. The key is to use shape keys. https://www.stickmanventures.com/labs/demo/webgl-threejs-morph-target/#

utiq
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Are you asking for a way to do this, but programatically?

Here's a tutorial on scripting them. I have't scripted with Blender in a long time, but the documentation is out there (somewhere).

If you must, just run the help() function on modules and functions. They are somewhat documented internally.

Blender
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  • Yes! That is exactly what the code needs to perform! Thanks a lot for the link, but would you happen to know a similar scripting sample for 2.5x? – Raina Oct 31 '11 at 02:50
  • The API shouldn't have changed much. I don't use 2.5, sadly, so I wouldn't know any specifics, but you can play around with it. Just see what errors you get. – Blender Oct 31 '11 at 03:07
  • All right, I was stumbling upon way too much helpful material in 2.4 version, so I'm just reverting to that now, i'll report my progress, thanks :) – Raina Oct 31 '11 at 03:20
  • As much as I love 2.5, I still like 2.4 way more. It's just more stable and faster to work with. I'll see what I can dig up on the API changes, though. – Blender Oct 31 '11 at 03:26
  • I'm exploring the 2.4 UI right now, I could get used to this, Thanks again :) – Raina Oct 31 '11 at 03:36