All right ladies and gentlemen we're going to take a look at SHAPE keys in this video and how we're
going to use Shakey's to animate our characters face just like we use shape keys for our lattice in
the ball tutorial for selecting one of these vans.
I'm going to hit control tab go into object mode and H to hide all of the bones so that we can see what
in the world we're doing in selecting the character hitting tab to go into edit mode.
Let's hit control tab go into Virtex select mode and let slide this to see.
And this furry fur to see or Virtex and going down here making sure our pivot point is still on median
point if not switching it to its Anhang g y and bringing it back a bit like so.
Awesome.
And I'm also going to bring this one back a little bit as well.
Cool.
Now we're going to go the modifiers tab and guess what we're going to do.
We are going to apply a modifier.
Believe it or not we are.
Let's go ahead and play it a mere modifier.
Now if we go into edit mode you could see that everything is one giant mushroom mesh.
Not a mushroom mess.
A mesh.
All right.
Enough with the corny pony jokes.
Let's go to the vertex data tab.
Add in a new shape key.
And this one is called the basis.
So this one is going to be the basic one on how our character looks like in its original form.
And then we're going to add a new shape key.
Double click it.
We're going to name it something fancy like
I
bottom dot L I underscore bottom dot L.
And now what shape keys allow for us to do just like with the lattice.
Is there going to allow for us to animate the actual mesh of the character.
So the way to do that is first we have to put the value all the way to one because this is getting it
right here at zero.
The mesh is going to look like this.
And now at one we're going to basically dictate how the mesh will look like when it's at a value of
1.
So with a value of 1.
Let's select these and hit G and Z.
And let's just bring them up.
It's like this corner one two right here.
I could.
All right click that to see where it is.
There it is g and Z.
And just by bringing these up to how would look like with our eye lid closed bring this down.
Do something like that.
All right.
Now if I bring the slider down you could see that zero is there and that one it's out of a position
where we set it to just like before.
Awesome.
Now what I want to do to mirror it onto the other side.
Want to make sure that this is set to one and then go over here.
Select the low down arrow and select mirror.
No new shape from mix.
Now if I increase its value you can see that it's affecting this.
I still so with this value just set to zero.
I'm just going to click this and then click on mere shape key.
And now if I increase its value you could see it's been mirrored to the other side.
Pretty sweet.
And now let's go ahead and rename this to high underscore bottom dot r.
And I'm going to bring this value back down to zero.
All right.
Now adding a new shape key.
Let's go ahead and do the top of the high.
So much like we just did before.
Let's rename this to I underscore top got al.
Increase the value to 1 and then you guessed it.
Let's go to the top right here.
Cheesy and bring this puppy down.
I'm actually going to.
All right click.
This entire loop and then just dislike those hit G and Z.
Actually I am going to de-select those as well GZ and bring it down and right here you can see that's
going into the ILO bids are going to bring it down and out a little bit onto the y axis.
Like so.
And then I'm going to bring the corner down as well
and bringing the middle part down a bit more
I want to exaggerate it a little bit just in case it's a cartoon character so I want to be able to exaggerate
his facial expressions.
And also I could always not lower the value as much to keep it
not as exaggerated.
If that makes any sense.
Of course it does.
All right so now if I increase or decrease it's value you can see the effects the I and I could also
increase the bottom one and you can see what's happening in there now the eye is not closing completely
right here.
So let's go ahead and fix that by first going to the I talked we're going to bring these three down
a little bit more making sure the values that one I talk bring them down.
And then bring this down and you go that I left clicking I bottom increase that an bring this one up
a little bit more.
Now let's test it going to the top.
Let's increase this.
And you could see that it closes just fine.
And I want to actually it's overlapping So what I'm going to do
we can have it right there.
So what I'm going to do is I could go in here and actually change it so that you know our vertices only
go down to about right here.
But I like to have a little extra free flow with it just in case for whatever reason.
Let's say the bottom is not is not is not up and the top one I wanted to go further down.
So what I'm going to do actually instead of changing what we did is I'm just going to go to where it
meets the eye.
And then with this value which is eight point six four I'm going to put the max right here.
Two point eight six four sorry eight point six four that's going to be way too much.
So the max will be point eight six four.
So that will be the maximum that we could do for the eye.
So now we have a perfect eye that is closing.
I'm actually going to increase it by one hair we're not.
Nine point eight six five we go now bring this all the way down.
And I bought them all the way down as well.
But I'm going do now is actually select this one to lead it and with the bottom the L increases all
the way to 1.
Select this go to new shape from mix and then go to mirror shape key.
Now you can see it's doing that.
Go ahead and rename this one too.
I underscore the bottom Dot are go back to bottom.
I'll put all this all the way down to one go the top dollar I'll bring it all the way.
Two point eight six five new shape from mix and then click mirror shape key.
And we got the top one right there.
Let's go ahead and rename it to I underscore not a plus sign.
By turn dot r r sorry.
I underscore top dot are.
I am mixing my names together.
Let's bring this all the way down.
And on top dot are let's put the maximum two point eight six five and boom.
There we go.
All right so we got the I's handled and out of the way where the I's are ready to be animated.
So pretty cool and a future.
Tauriel we're going to see like I said how to add bones so that these values can be animated by bones
and set of these sliders right here.
Now in the next video we're going to continue along with the shape keys and we're going to go ahead
and do the eyebrows and the Rau area.
So a see there make sure to save your project of course.
Saving is the key to the Blendr life.
All right.
All right I'll see you in the next Tauriel up.
What is this guy doing in the middle of nowhere.
Are at he all the non-selling past.
It can be done quite fast and once you finally do you'll realize the potential within you.
For now the all is wiped away and you can create every day in a brand new way.
As you can see from my quotes I truly believe there's lots of potential and greatness within you.
All right.
Ciao for now.
Overwash.