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🎭 Blend Shapes Tool

Complete documentation for Blend Shapes Tool in Animation Control Hub. Control and synchronize your morph targets in a massive and intuitive way.

Building and validating facial expressions in cinematics (blinks, gestures, expandable cloth details) traditionally means diving through deep Inspector folders just to locate where Morph/Mesh targets live. Blend Shapes Tool exposes everything at once and gives you cross-part mass control to dominate those animations inside a single interface.

Section titled “1. Massive extractor and integrated search”
  • Automatic detection: Whether your avatar has head, earrings, and gloves split into separate SkinnedMeshRenderers, the UI lists all of them in a selectable menu grouped by count.
  • Word Filter Mode and search: For advanced avatars, it is unmanageable to scroll through 500 facial iterations or correction shapes. Use name-based search or logical rules (for example, exclude Left, include Smile) to keep only what matters visible.

2. Multi-Edit Mode (cross synchronization)

Section titled “2. Multi-Edit Mode (cross synchronization)”

This is key for unsynced characters where eyelid and cornea are separated: Enable Multi Edit Mode to search in parallel across the list and match shape values with identical names on different character parts. When you move the slider on the Head mesh, it updates the same-named shape on the Eye mesh in real time. Building expressions becomes one smooth drag.

There is a top-level control named Master Slider. Increasing it affects all listed expressions at once, from 1 to 100, blending them globally. It is extremely useful to test compression limits (for example, detecting bad texture imports when intensity rises), and even better when moved left for its main purpose: instantly clear everything back to 0 without pressing Undo 100 times.

4. Copy and paste clipboard system (import/export)

Section titled “4. Copy and paste clipboard system (import/export)”
  • Did you just achieve the exact expression mix: 40% EyeOpen, 10% Frown, 62% JawDrop?
  • In Batch Actions, click Copy To Clipboard to export the full shape set and current values from a modified renderer.
  • Then switch to another mesh or avatar, use Apply from Clipboard (Paste), and the tool will reliably rebuild the same expression setup across isolated sessions.