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Blend Shapes Tutorial

Blend shapes are a way to deform a 3D model's geometry to create an animation for a Thing-max. This tutorial will show how to create a blend shape for a 3D model using Blender 4 and then use it in a Thing-max protocol.

Open Blender

Open Blender and then open the 3D model you wish to use.

note

The Suzanne model is available selecting the top menu dropdown Add > Mesh > Monkey.

Open Blender

Create the Blend Shapes

Open the Data Properties

In Object mode, open the Data properties on the right side of the layout.

Data Properties

Add a Shape Key

Click the plus sign at the top right of the Data properties window to create a new shape key.

info

A shape key is similar to a key frame because it will save a version of the model's geometry.

Add Shape

Add a Second Shape Key

Click the plus sign again to add a second shape key. Make sure the Key 1 shape key is selected.

note

The Basis shape key is the default state of the model with no deformations.

Add Second

Select a Vertex

Switch to Edit mode by pressing the Tab key. Select a vertex you wish to move around.

Select Vertex

Enable Proportional Editing

Make sure Proportional Editing is enabled at the top of the layout.

Enable Proportional

Enable the Move Option

Click the Move option at the top left of the layout.

Enable Move

Drag the Vertex

Drag the vertex with the movement arrows until you reach a desired look.

Drag Vertex

Test the Shape Key

In the Data properties window, change the Value property to see the animation in action.

Testing Shape

Create a Mirror Shape Key

Since the monkey model is symmetrical, a shape key can be easily mirrored for the other ear.

danger

These steps may not work for a non-symmetrical model.

Create New Shape Key from Mix

With Key 1 still selected, click the dropdown menu in the Data properties window and select the New Shape from Mix option.

Shape Mix

Mirror the Shape Key

With Key 2 selected, click the dropdown menu again and select the Mirror Shape Key option.

Mirror Shape

Test the Shape Keys

By setting both Value properties to 1, you should see the mirrored effect.

Mirrored Effect

Configure the Model for Unity

The blend shapes are now ready but the model is not ready to be a Thing-max.

Configure the model with the correct armatures and skin weights. Then export it as an .fbx and import it into Unity with the proper settings.

tip

Follow the Thing Model tutorial for step by step instructions.

Configure Model

Test in Unity

Once imported into Unity, drag the asset into the scene and test the shape key values inside the Inspector window.

Testing Import

Create a Thing-max

Create a Thing-max prefab and add the imported model as a Thing-asset. Make sure to add all the necessary references in the Inspector window.

tip

Follow the Thing-max tutorial for step by step instructions.

Create Thing

Add the Blend Shape Animations

The default animations for the Poke protocol are transform animations so we need to remove those and replace with blend shape animations.

Select the ThingAsset object and open the Inspector window. Change the Poke In and Poke Out animations so they use the blend shape animations from the imported model.

Poke In

Poke In

Poke Out

Poke Out

Open the Checker Scene

In the Project window, open the ThingMaxChecker scene under the Assets > GeniesSdk > ThingCheckingTools folder.

Checker Scene

Add the Thing to the Scene

Drag and drop the Thing-max prefab into the scene as a child to the inner ThingMaxChecker object.

Add Checker

Test the Scene

Enter Play mode with a maximized window. The Poke protocol should use the blend shape animations.

Testing Thing

Conclusion

The blend shapes are working in a Thing-max prefab!

Check out the Submitting & Publishing Thing page for more information on how to submit the Thing-max for review.