Fact-checked by Grok 2 weeks ago

Morph target animation

Morph target animation, also known as blend shape animation, is a technique in for deforming polygonal meshes by linearly interpolating vertex positions between a base mesh and one or more pre-defined target meshes that represent specific deformations of the base. This method allows for smooth transitions between s, such as facial expressions or body poses, by adjusting blending weights that sum to one and remain non-negative to ensure geometric invariance. Originating in the early with foundational work on computer-generated facial , it has become a standard approach for keyframe-based deformations due to its computational efficiency and artist-friendly workflow. In practice, morph targets are created by manually sculpting or scanning deformed versions of a base model, often using digital content creation tools like , and storing the differences (deltas) from the base as compact data for or offline rendering. The resulting animation is generated via convex combinations of these targets, enabling localized control over regions like the face or clothing without relying on skeletal rigging. Advantages include low runtime costs and the ability to capture a wide range of expressions with relatively few targets—typically 10 to 50 for basic facial sets—though limitations arise with complex interactions requiring hundreds of targets, such as the 946 used for in films. Widely applied in , , and , morph target animation excels in performance-driven animation, where expressions are transferred from data to digital characters, as seen in productions like The Curious Case of Benjamin Button. It also corrects issues in linear blend skinning, such as joint distortions, and supports nonlinear extensions like corrective blend shapes for enhanced realism. Research continues to advance automated creation and segmentation, building on early techniques from Frederic I. Parke and later works like those synthesizing expressions from photographs.

History

Origins and early development

Morph target animation, a technique involving per-vertex deformations of meshes stored as series of vertex positions for between shapes, emerged from foundational research in during the 1970s and 1980s. Early experiments with linear blending of entire facial shapes were conducted by Fred Parke in parametric modeling work, laying the groundwork for deformable animations. By the late 1980s, the "delta" method—representing deformations as offsets from a base —gained traction in commercial software for efficient shape-based animation. Precursors to morph targets trace back to digital techniques popularized in films of the . The 1988 film , directed by , featured the first credible use of computer-generated by , where images of animals were seamlessly transformed into other forms, such as a into a . This image demonstrated the visual appeal of fluid transitions, inspiring the shift to mesh-based methods that could handle volumetric deformations in . Key milestones in the technique's development occurred through advancements in professional 3D software during the early . ' Advanced Visualizer, initially released in the mid-1980s and refined through the decade, introduced tools for model deformation and animation transfer, enabling artists to morph shapes for character rigging and expression. The merger forming Alias|Wavefront in 1995 further integrated morphing features, culminating in 1.0 (1998), which standardized blend shape tools for production workflows. Early applications of morph targets appeared in mid-1990s video games, marking their transition from high-end workstations to real-time rendering. Id Software's (1996) employed per-vertex animation for all character movements, storing sequential vertex position sets per frame and interpolating between them to achieve smooth deformations without skeletal rigs. This approach allowed efficient playback on period hardware, influencing subsequent game engines. While mathematical interpolation underpinned these implementations, the focus remained on practical vertex offsets for accessible animation creation.

Adoption in industry

Morph target animation saw significant integration into major 3D modeling and software during the early 2000s, enabling broader professional use in film and game production. Autodesk Maya introduced blend shapes—a term for morph targets in its ecosystem—as a core feature in its early releases around this period, facilitating vertex-based deformations for facial and body animations. Similarly, Autodesk's 3ds Max supported morph targets via the Morpher modifier, which has been available since the software's foundational versions and became a standard tool for interpolating between mesh shapes. , the open-source alternative, implemented shape keys (its equivalent to morph targets) starting in around 2008, with enhancements in subsequent updates to support relative and absolute key deformation for workflows. Industry milestones highlighted the technique's growing adoption in high-profile productions. In film, employed morph targets for facial expressions and subtle deformations in early 2000s features, such as "Monsters, Inc." (2001), contributing to more expressive character animations within their proprietary Presto system. In video games, morph targets became widespread during the era for efficient facial and lip-sync animations on limited hardware, exemplified in titles like Final Fantasy X (2001), where they enabled dynamic character expressions without excessive skeletal rigging. These applications demonstrated morph targets' efficiency for real-time rendering and pre-rendered sequences, influencing pipelines at studios like and . Standardization efforts in the addressed interoperability challenges, particularly export issues between disparate software. The file format, developed by , incorporated full support for morph targets, allowing seamless transfer of blend shapes, weights, and animations across tools like , 3ds Max, and game engines such as . Complementing this, the 2.0 specification (released in 2017 by the ) standardized morph target data for web and runtime environments, including sparse storage for weights and targets to optimize file size and loading, thus resolving topology mismatches during imports. These formats became industry benchmarks, used in over 90% of professional pipelines for animation exchange by the late . By the 2020s, the evolution of morph target creation shifted from labor-intensive manual vertex editing to automated and AI-assisted tools, streamlining production in complex pipelines. Retopology workflows in software like and now automate mesh optimization for target compatibility, reducing preparation time by up to 50% in rigging tasks. AI-driven methods further advanced this, with models generating blend shapes automatically from input scans or expressions; for instance, a 2023 system uses neural networks to produce FACS-based targets for stylized characters in real-time retargeting applications. Commercial tools like Polywink's Blendshapes on Demand exemplify this, creating up to 157 adaptive morph targets tailored to character without manual sculpting. These innovations have made morph targets more accessible, particularly for developers and in /.

Fundamentals

Definition and principles

Morph target animation is a technique in for animating deformable objects, particularly useful for creating expressive facial movements or subtle shape changes in characters and models. At its core, it involves deforming a base mesh by interpolating between this neutral form and one or more predefined target meshes that represent specific deformations, such as a smile or frown. This method, also referred to as blend shapes, shape keys, or per-vertex animation, relies on the shared topology of the meshes to ensure smooth and efficient transitions without requiring skeletal rigging. The foundational element of morph target animation is the mesh, which represents the surface of an object through a connected set of geometric . A mesh consists of vertices (points in 3D space), edges (lines connecting pairs of vertices), and faces (polygons, often triangles, bounded by edges), forming a polygonal approximation of the object's . These components provide the structural basis for deformation, as all vertices in the base and target meshes must correspond topologically to allow precise blending. The operating principles center on storing deformations efficiently relative to a neutral base mesh, which serves as the reference pose. Deformations are captured as delta vertex positions—the offsets or differences in vertex coordinates between the base mesh and each target mesh—rather than full copies of the targets, reducing memory usage while preserving detail. Animation is achieved through interpolation of blending weights over time or across keyframes, enabling gradual shifts from one expression to another for fluid motion. For instance, in facial animation, weights can simultaneously adjust multiple targets, like combining a slight eye squint with a mouth curl, to produce nuanced expressions. Key components include the base mesh, which defines the rest or neutral state; target meshes, artist-sculpted variants that encode specific poses or expressions; and blending weights, scalar values (typically between 0 and 1) that control the influence of each target on the final rendered mesh. By varying these weights dynamically, animators can create complex sequences from a compact set of targets, making the technique intuitive for direct manipulation in tools like digital sculpting software.

Mathematical basis

The mathematical foundation of morph target animation relies on linear algebra principles to interpolate positions between a and one or more target meshes, enabling smooth deformations. For a \mathbf{v} in the final rendered , the position is computed as \mathbf{v}_{\text{final}} = \mathbf{v}_{\text{base}} + \sum_i w_i \Delta \mathbf{v}_i, where \mathbf{v}_{\text{base}} is the position in the neutral or , w_i \in [0, 1] is the blend weight for the i-th target, and \Delta \mathbf{v}_i = \mathbf{v}_i - \mathbf{v}_{\text{base}} represents the per- from the to the i-th target . This relative encoding stores only the differences \Delta \mathbf{v}_i, reducing memory usage compared to absolute positions. For animations involving a single target, the formulation simplifies to between the base and one target: \mathbf{v}(t) = (1 - t) \mathbf{v}_0 + t \mathbf{v}_1, where t \in [0, 1] is the , \mathbf{v}_0 is the base position, and \mathbf{v}_1 is the target position. This is equivalent to setting w = t in the single-target case of the general formula, producing a straight-line path in vertex space. In multi-target blending, weights w_i are often normalized such that \sum_i w_i = 1 to ensure the deformation remains a of the targets, preventing extrapolation beyond the defined shapes and maintaining additive consistency. This normalization can be achieved by dividing each w_i by the sum of all active weights, clamping the neutral weight to [0, 1] if needed. However, linear blending can introduce non-linear artifacts, such as unnatural distortions during simultaneous activation of multiple targets; these are addressed using corrective targets, which are additional shapes designed to compensate for specific combinations (e.g., w_j w_k) and added to the sum. To support proper , normals must also be blended, as deformations alter surface . The final is typically computed as \mathbf{N}_{\text{final}} = \text{normalize}\left( \sum_i w_i \mathbf{N}_i \right), where \mathbf{N}_i is the from the i-th (or for i=0), followed by to unit length for consistent lighting calculations. Tangents for follow a similar interpolated and orthogonalized process, though exact recomputation may vary by rendering pipeline.

Implementation

Creating morph targets

Creating morph targets begins with establishing a base , typically through modeling or sculpting in software, which serves as the neutral or rest pose for the or object. Target shapes are then generated by deforming copies of this base mesh to represent desired variations, such as facial expressions or muscle flexions, through manual manipulation or sculpting brushes. These deformations capture the differences, or deltas, from the base positions, enabling later during . Key techniques for generating morph targets include direct vertex , which allows precise control over individual or groups of vertices using tools to adjust positions, rotations, or scales. Wrap facilitate the of shapes from high-resolution scanned or detailed sculpts to a lower-resolution base by conforming the target to the influence object's deformations, preserving complex details without altering . For targets, tools ensure bilateral consistency by edits across the model's central , reducing manual adjustments and maintaining anatomical accuracy during sculpting or sessions. Best practices emphasize maintaining identical across the base and all , including the same vertex count and order, to prevent blending artifacts; this is achieved by duplicating the base mesh before deformation and avoiding topology changes like edge loops or post-creation. Corrective shapes are recommended to address deformation issues, such as joint artifacts in meshes, by creating post-deformation that counteract unwanted distortions at specific poses, applied after primary like clusters. Renaming and descriptively, such as "smile_left" or "flex_bicep," aids organization in complex rigs. In , the Blend Shape Editor provides a dedicated for adding and managing targets, supporting options like in-between shapes for smooth transitions and checks during creation. Blender utilizes the Shape Keys panel in the Object Data Properties to author relative or absolute keys, with features like New Shape from Mix for combining influences and vertex groups for localized control. excels in high-detail sculpting for morph targets via its Morph Target sub-palette, where users store a pre-sculpt base and use the Morph brush to blend back to it during asymmetric detailing, ideal for organic forms before exporting to other tools.

Blending and animation

Blending morph targets involves applying scalar weights to each target to interpolate positions from the toward the deformed shapes. These weights, typically ranging from 0 to 1, are adjusted using sliders in tools like the Shape Editor or via animation curves in timelines, allowing animators to create intermediate poses through linear combinations. Support for layered blending enables multiple targets to influence the simultaneously; in parallel mode, effects are additive, summing deformations for composite expressions like a with raised eyebrows, while series mode applies targets sequentially for replace-like transitions between shapes. Animation techniques for morph targets center on keyframing these weights over time to produce sequences, often using editors for non-linear interpolation that provides smooth easing or overshoot for natural motion, such as gradually opening a character's during speech. Integration with skeletal rigs allows hybrid , where bone-driven deformations handle broad body movements and morph targets refine localized details like facial expressions, blending both systems in a single pipeline without conflicts. At runtime, morph target blending is accelerated on the GPU through shaders, which compute weighted offsets in a single pass for performance, supporting dozens of as seen in facial animation systems with up to 54 shapes. To optimize memory, compression methods like store only the differences between the base and , reducing data size while preserving deformation fidelity during playback. For export and compatibility, animations are baked into sequences within formats such as or , enabling seamless transfer between engines like and [Unreal Engine](/page/Unreal Engine); this involves keyframing weights and ensuring vertex order consistency across targets during export from authoring tools.

Advantages and limitations

Benefits

Morph target animation, also known as blend shapes, provides precise control over deformations through direct per-vertex manipulation, enabling animators to achieve subtle details such as micro-expressions or cloth folds without the constraints imposed by skeletal rigging systems. This approach allows for intuitive adjustments via semantic parameters, like sliders for specific features (e.g., "raise-right-eyebrow"), ensuring predictable and targeted outcomes that maintain the model's fidelity. For certain applications, morph targets offer simplicity in setup, particularly for localized deformations in areas like or eyes, which require less complex compared to full skeletal systems. The technique's reliance on linear weighted sums results in low computational overhead when using a limited number of targets, making it efficient for real-time rendering in resource-constrained environments. Animation transfer is facilitated reliably through morph targets, as vertex data can be exported and imported across software pipelines without loss of detail, addressing challenges in production workflows. This is achieved via methods like parallel parameterization, which clones expressions between models seamlessly. In terms of visual quality, morph targets produce smooth, artifact-free blends for organic shapes, as the avoids distortions common in other methods. They are particularly effective as corrective offsets in hybrid systems, enhancing overall consistency and keeping deformations "on model" for high-fidelity results. Blending weights further allow fine-tuned control over these transitions.

Drawbacks

One significant drawback of morph target animation is the high authoring effort required, as creating each typically involves manual sculpting of positions on a base , which becomes increasingly time-consuming for complex models with thousands of . For instance, developing a comprehensive blendshape model can demand hundreds of targets, often taking skilled artists months or even a year of dedicated work. Recent research has explored automated generation methods using to reduce this effort. Scalability poses another challenge, with practical implementations limited to a small number of targets—typically 10 to 50—due to the overhead of storing complete copies or deltas for each one, making it unsuitable for extensive full-body animations that would require far more targets. A model with 1,000 targets and 10,000 vertices, for example, can consume over 120 of without techniques. Blending multiple targets can introduce visual artifacts, such as mesh distortions or unnatural "shaking" effects, particularly when topologies between targets do not align perfectly or when interpolating high-dimensional combinations, leading to sudden corrective deformations. Additionally, morphing affects vertex normals and tangents, necessitating recalculation during runtime to maintain lighting accuracy, which introduces computational overhead. In real-time applications like , performance is further impacted by elevated VRAM usage from the additional data and increased draw calls for processing blends, rendering the technique less efficient for dynamic, procedural modifications compared to more approaches. The blending process itself, often involving memory-bound matrix-vector multiplications, can GPU performance when handling numerous active targets.

Applications

In video games

Morph target animation is widely employed in video games for creating expressive facial animations on non-player characters (NPCs) and player characters, particularly for lip-syncing systems where blend shapes adjust mouth positions to match audio phonemes in . This technique enables subtle emotional expressions, such as smiles or frowns, by interpolating between predefined deformations on the character's face . Beyond facial details, morph targets enhance localized effects like muscle flexing during exertion or injury deformations to simulate wounds and tissue damage, adding realism to combat or physical interactions without full skeletal rigging. Major game engines provide robust integration for morph targets, supporting runtime blending for interactive scenarios. In Unity, the SkinnedMeshRenderer component handles blend shapes (Unity's term for morph targets), allowing developers to dynamically adjust weights via scripting for seamless animation during gameplay. Unreal Engine includes the Morph Target Previewer tool within the Skeletal Mesh editor to visualize and test deformations, with runtime support through animation blueprints and curves that blend morphs in real time via shaders for efficient GPU processing. Godot's AnimationPlayer features dedicated blend shape tracks optimized for MeshInstance3D nodes, enabling imported morph targets to animate facial or detail changes with low overhead in 3D scenes. Notable examples include The Last of Us Part II (2020), where morph targets contribute to highly expressive facial animations, blending sculpted emotional states like joy or sadness to convey narrative depth in real-time interactions. More recently, Senua's Saga: Hellblade II (2024) leverages morph targets through Unreal Engine 5's Animator for photorealistic facial performances, capturing subtle expressions from performance capture data to enhance psychological depth in real-time rendering. For mobile optimization, developers often reduce morph target counts or generate level-of-detail () variants, such as simplifying deltas on lower LODs to maintain frame rates on resource-constrained devices while preserving key expressions. This approach is common in titles targeting and , where tools like Unreal's LOD recipes automatically cull unnecessary morph data for distant or low-priority characters. In game development, key challenges involve balancing visual quality with , as each active morph target increases vertex processing costs, potentially dropping frame rates in scenes with multiple animated characters. To address this, hybrid systems combine morph targets for high-fidelity areas like faces and cloth with for the body, leveraging the former's for localized details while relying on the latter's for broader movements. Real-time blending via shaders helps mitigate these issues by offloading computations to the GPU, though careful management remains essential for consistent 60 gameplay.

In film and visual effects

Morph target animation plays a crucial role in film and for achieving detailed facial performances in computer-generated characters, particularly for expressions and subtle organic deformations in creatures. A prominent example is in trilogy (2001-2003), where Weta Digital utilized blendshapes as the foundation of the facial rigging system to capture nuanced emotions and movements, integrating data from actor with keyframe adjustments for photorealistic results. This approach allowed for precise control over 's skeletal frame and skin deformations, enabling organic shifts that enhanced the character's lifelike quality during offline rendering. In VFX pipelines, morph targets are created and rigged using specialized software such as Houdini for procedural blend shape deformation and Nuke for final and integration with live-action footage. Actor performances captured via scanning or are often transferred to digital doubles through these tools, facilitating the mapping of real human expressions onto CG models while accommodating high-detail topology. This integration supports complex workflows where multiple morph targets handle subtle facial and body variations, such as muscle contractions or , without limitations. Notable applications include the Na'vi characters in (2009), where Weta Digital employed blend shapes to simulate volume-preserving facial movements based on the (FACS), enabling expressive alien features with thousands of targeted deformations for emotional depth. In films, such as Avengers: Endgame (2019), blend shapes combined with data refined facial animations for characters like , adding layers of subtlety to joint-based rigs for polished, realistic blends in crowd and action sequences. Continuing this legacy, (2022) advanced the technique with a new Maya-based facial rig incorporating blend shapes derived from muscle simulations and FACS, allowing animators to achieve more nuanced Na'vi expressions integrated with performance capture for enhanced emotional realism. Film production benefits from morph targets' compatibility with offline rendering, which tolerates extensive counts and dozens of targets per model to achieve intricate details unattainable in environments. This capability is particularly valuable for final polishing of skeletal animations, where additional morph layers correct deformations and enhance organic fluidity in high-resolution outputs.

Comparisons with other techniques

Versus skeletal animation

Morph target animation, also known as blend shape animation, deforms vertices directly by interpolating between predefined mesh shapes, making it particularly suitable for localized, non-rigid deformations such as facial expressions or subtle surface details like muscle bulging and wrinkling. In contrast, employs a hierarchical system of bones and joints to drive rigid-body transformations across the via skinning weights, excelling in hierarchical motions like limb and overall body poses. This fundamental difference positions morph targets as ideal for unconstrained, artist-driven precision in simulations, while provides structured control for scalable, kinematic movements. The strengths of each method highlight complementary trade-offs: morph targets offer for complex, nonlinear deformations without requiring , but they scale poorly for full-character due to the need for extensive precomputed shapes, leading to higher demands per deformation. Skeletal , however, is computationally efficient for large-scale motions—achieving real-time performance through linear blend skinning—and supports advanced features like , though it often produces artifacts such as joint pinching and struggles with soft, detailed tissue rendering. In practice, hybrid approaches are prevalent, combining for primary body with for secondary details like facial expressions or cloth simulations, as seen in interactive applications where skeletal handles global efficiency and morphs enhance localized realism. This integration mitigates individual limitations, though it requires careful setup to avoid conflicts in deformation blending.

Versus other deformation methods

Morph target animation, also known as blend shape animation, differs from physics-based deformation methods in its approach to generating motion. Morph targets rely on precomputed, artist-authored displacements that are blended linearly to create deterministic deformations, offering high-speed playback suitable for applications like facial expressions. In contrast, physics simulations, such as those using finite element methods or mass-spring systems (e.g., for cloth or ), compute deformations dynamically based on physical laws, enabling emergent behaviors like tissue jiggle or environmental interactions. However, physics-based methods are computationally intensive, often requiring multiple iterations per frame (e.g., 10 iterations for ), making them less viable for interactive scenarios without optimization. Compared to procedural deformation techniques, morph targets provide static, per-vertex fidelity through fixed target meshes, emphasizing artist-driven control for precise, repeatable outcomes. Procedural methods, such as or wire in tools like , apply parametric transformations (e.g., bending along a via wire influence) that can be adjusted at , allowing flexible adaptations to varying conditions without pre-baking multiple targets. Yet, these procedural approaches often sacrifice fine-grained vertex control, leading to approximations that may not match the detailed subtlety of morph targets for localized changes like lip movements. For instance, pose space deformation—a procedural extension—interpolates shapes based on skeletal poses using radial basis functions, improving smoothness over basic morph interpolation but requiring additional setup for pose-specific adjustments. Morph targets can incorporate corrective shapes as dedicated targets to refine deformations, blending them alongside expressive ones for comprehensive . Standalone corrective shapes, however, typically serve as simple offsets applied post-deformation (e.g., to mitigate joint artifacts in skinned meshes), lacking the multi-target blending system that enables complex interactions in morph target setups. This limits standalone correctives to targeted fixes without the expressive range of full morph systems. Morph target animation is preferable for authored, predictable sequences where artistic precision and low computational overhead are paramount, such as scripted performances. Physics simulations excel in dynamic, interaction-heavy contexts like environmental responses, while procedural methods suit adjustable, non-authoritative deformations; hybrid approaches often combine them for optimal results in production pipelines.

References

  1. [1]
    [PDF] Learning Controls for Blend Shape Based Realistic Facial Animation
    Blend shape animation is the method of choice for keyframe facial animation: a set of blend shapes (key facial expressions) are used to define a linear space of ...
  2. [2]
    [PDF] Practice and Theory of Blendshape Facial Models
    For example, increas- ing the width of the mouth is more easily accomplished if only one or a few blend shapes affect the mouth region than in the situation ...
  3. [3]
    First use of morphing | Guinness World Records
    The Ron Howard/George Lucas (both USA) movie Willow (USA, 1988) was the first to make credible use of morphing, in which one image is metamorphosed seamlessly ...Missing: precursors 3D targets 2D
  4. [4]
    8.4 Alias/Wavefront – Computer Graphics and Computer Animation
    Advanced Visualizer is acknowledged by the Academy as the first commercial software package for modeling, animating and rendering adopted into widespread ...
  5. [5]
    The history of computer animation - Linearity
    Feb 18, 2024 · The CGI and morphing used in Terminator 2: Judgment Day was regarded as the most substantial use of CGI in a movie since Tron in 1982. The 1990s ...Missing: target | Show results with:target
  6. [6]
    Quake Specs v3.3 - Games
    Note that the animation consists only in changing vertex positions (and that's why there is one set of vertices for each animation frame). The skin of the ...
  7. [7]
    Maya– Blend Shapes - YouTube
    Aug 29, 2017 · Blend Shapes are at the core of facial animation. It's a feature ranging back to early versions of Maya, and it still has its central place ...
  8. [8]
    3ds Max 2024 Help | Morph Compound Object | Autodesk
    A Morph object combines two or more objects by interpolating the vertices of the first object to match the vertex positions of another object.
  9. [9]
    Introduction - Blender 4.5 LTS Manual
    Shape keys are used to deform objects into new shapes for animation. In other terminology, shape keys may be called “morph targets” or “blend shapes”.
  10. [10]
    [PDF] FaceBaker: Baking Character Facial Rigs with Machine Learning
    We compare our results against the true rig deformations and combined linear blendshapes corre- sponding to each animation control, as shown in Figure 1.
  11. [11]
    What makes the animation in Pixar's films look realistic? - Quora
    Jan 24, 2023 · (for the facial subtlety) are things called blend shapes or morph targets. An animator has a basic set of heads for the character they are ...How does Pixar manage to create and animate movies so effectively ...When did Pixar begin producing its own movies instead of ... - QuoraMore results from www.quora.com
  12. [12]
    glTF™ 2.0 Specification - Khronos Registry
    Oct 11, 2021 · glTF 2.0 also supports animation of instantiated morph targets in a similar fashion. Note. glTF 2.0 only supports animating node transforms ...
  13. [13]
  14. [14]
    Blendshapes on Demand - Automatically Generated Blend Shapes
    In stockBlendshapes on Demand automatically creates 157 FACS facial blendshapes / expressions morph targets adapted to your 3D character morphology and topology.
  15. [15]
    [PDF] 3D Models and Matching - Washington
    The most common such structure is the 3D mesh, a collection of polygons consist- ing of 3D points and the edges that join them. Graphics hardware usually ...
  16. [16]
    Chapter 3. DirectX 10 Blend Shapes: Breaking the Limits
    In this chapter we present two strategies for moving beyond the previous limitations on GPU-accelerated implementations of blend shapes.
  17. [17]
    [PDF] Animations in games Course Plan - Marco Tarini - UniMi
    except normals / tangents dirs. ○ shared UV-map, per vertex colors… ... ○ Note: when Σw =1 the formula ... produces the blend-shapes (aka: the “facial rig”).
  18. [18]
    [PDF] Blend Shapes (Morph Targets) - Amazon AWS
    Understand the formula for blending a single target shape with a base. • Calculate interpolated vertex positions by hand. • Relate linear interpolation to ...
  19. [19]
    Animating Blend Shapes - Anton's OpenGL 4 Tutorials
    Oct 2, 2016 · Blend shapes, also called "blend keys", and morph target animation, is an alternative animation technique to hardware skinning.
  20. [20]
    Learning skeletal articulations with neural blend shapes
    Jul 19, 2021 · Furthermore, we propose neural blend shapes - a set of corrective pose-dependent shapes which improve the deformation quality in the joint ...
  21. [21]
    Maya Help | Base, target, and blend shapes | Autodesk
    The blend shape is the shape that results from the target shapes being applied to the base object. You can change the weight of each target shape to change the ...<|control11|><|separator|>
  22. [22]
    Maya Help | Create blend shape deformers | Autodesk
    You can create a blend shape deformer for an object that you want to be deformed by a series of shapes. This object is known as the base object.
  23. [23]
    Wrap deformer - Maya - Autodesk product documentation
    Wrap deformers let you deform objects with NURBS surfaces, NURBS curves, or polygonal surfaces (meshes). With wrap deformers, you can shape deformable ...
  24. [24]
    Maya Help | Blend Shape options - Autodesk product documentation
    The blendShape node uses the Pre-deformation option if the selected object has no deformers, or it has a Skin, Cluster, or Blend Shape deformer in its history.
  25. [25]
    Maya Help | Create post-skinning corrective shapes | Autodesk
    Create post-skinning corrective shapes. Corrective shapes are blend shapes that you create in order to fix problems with the deformation on the base object.Missing: best practices
  26. [26]
    Maya Help | Add Blend Shape Target Options | Autodesk
    When the base object (such as a skin mesh) deforms, the target shape will still look "correct" because it is calculated relative to the movement of vertices on ...
  27. [27]
    Shape Keys Panel - Blender 4.5 LTS Manual
    The Shape Keys panel is used for authoring shape keys, which blend between shapes, with values representing influence or evaluation time.
  28. [28]
    Morph Targets
    Morph Targets are a way to store a geometry configuration so that you can recall it later. You can only create one Morph Target per SubTool at any one time.
  29. [29]
    Work with blend shapes - Unity - Manual
    Select the added blend shape property, adjusting the keyframesA frame that marks the start or end point of a transition in an animation. Frames in between the ...
  30. [30]
    Mxing morph targets and skeletal animation in sequencer...
    Jan 27, 2020 · I'm sure there is a way to blend bone and morph targets though. There is some magical method of accessing/animating morph targets on a model ...Missing: techniques | Show results with:techniques
  31. [31]
    Set Morph Target Deltas | Unreal Engine 5.6 Documentation
    Set the morph target model deltas as an array of 3D vectors. These deltas are used to generate compressed morph targets internally. You typically call this ...Missing: encoding | Show results with:encoding
  32. [32]
    FBX Morph Target Pipeline in Unreal Engine
    For the purposes of exporting morph targets, you must enable the Animations checkbox and all of the Deformed Models options. button to create the FBX file ...
  33. [33]
    Animation and Morph Target GLTF Export - Questions - three.js forum
    May 2, 2020 · I have a GLTF created in Blender. It has a couple of animations and several morph targets. When I export the model in three.js to GLB it has all the animations ...
  34. [34]
    [PDF] Chapter 1 Computer Facial Animation: A Survey
    2 Blend Shapes or Shape Interpolation. Shape interpolation (blend shapes, morph targets and shape interpolation) is the most intuitive and commonly used ...
  35. [35]
  36. [36]
    Muscle Flex geometry node - SideFX
    This node sets up and animates the muscletension point attribute on input solid muscle geometry which drives the flexing action of your muscles during their ...Missing: injury | Show results with:injury
  37. [37]
    Rendering Wounds on Characters - Tom Looman
    Aug 14, 2017 · Wounds are rendered using SphereMasks, transforming the hit location to the reference pose, and scaling the mask over time to simulate blood ...
  38. [38]
    Unity - Manual: Skinned Mesh Renderer component reference
    ### Summary: Blend Shapes/Morph Targets in SkinnedMeshRenderer
  39. [39]
    Morph Target Previewer - Epic Games Developers
    The Morph Target Previewer previews any Morph Targets (sometimes called "morphs" or "blend shapes") that are applied to a Skeletal Mesh.
  40. [40]
    Animation Track types - Godot Docs
    A blend shape track is optimized for animating blend shape in MeshInstance3D. It is designed for animations imported from external 3D models and can reduce ...
  41. [41]
    The story behind The Last of Us Part II's staggeringly realistic in ...
    Aug 28, 2020 · The illusion is carefully crafted from multiple game systems working simultaneously. All built to depict the most realistic rendering of in-game character ...
  42. [42]
    Morph Target Performance for Mobile - Unreal Engine Forums
    Oct 21, 2016 · My first question is, will having this many morph targets present cause significant performance issues on mobile (esp. low-end to med devices), even if most of ...Morph target performance question. - Character & AnimationMorph target performance question. - Page 2 - Character & AnimationMore results from forums.unrealengine.comMissing: LOD | Show results with:LOD
  43. [43]
    Creating LODs with Morph Targets in Unreal Engine - YouTube
    Dec 2, 2024 · ... targets, only some targets and remove morph targets when using a LOD Recipe. More info about Simplygon's morph target support: https ...Missing: animation optimization
  44. [44]
    Morph target performance question. - Character & Animation
    May 11, 2015 · Our rig guy told me that the eyes and mouth need to be rigged and that the rest can be customized with blend shapes. All of that being said, ...
  45. [45]
    Morphs V/S Bones for Facial Rigging - Unreal Engine Forums
    May 24, 2018 · Blended morph targets give summed value, and blended bones give average value. Morphs are good for blending between layers, for example, to combine facial ...
  46. [46]
    Animation Curves | Unreal Engine 4.27 Documentation
    Animation Curves provide a way to change the value of a Material parameter or a Morph Target while an animation is playing back.Missing: techniques | Show results with:techniques
  47. [47]
    Of Gollum and Wargs and Goblins, Oh My! | Computer Graphics World
    You end up with a new model, organically solved, with a new facial rig; it creates the complete blendshape tree.” And, because a hero character is the starting ...
  48. [48]
    The Two Towers: Face to Face With Gollum | Animation World Network
    Mar 17, 2003 · The Lord of the Rings' Gollum is one of the most talked about performances of the year. Greg Singer goes behind the scenes with the Weta ...
  49. [49]
    Using Houdini and Nuke to Create Fantastic VFX - 80 Level
    Oct 7, 2021 · Andrea Sbabo talked about being a Houdini FX Artist, explained why the Houdini is his go-to tool, and shared a detailed breakdown of some of the projects.
  50. [50]
    CG In Another World | Computer Graphics World
    He, like all Na'vi, is blue. A 10-foot-tall biped with a stretched, cat-like body. Almond-shaped eyes. Tail. Pointed ears. Through his avatar, ...
  51. [51]
    Facing the Endgame: The Remarkable Faces of Avengers: Hulk
    May 21, 2019 · In simple rigs, a joint based system can be advantageous for jaw bones, as blend shapes can be spatially linear. Movement, especially around the ...
  52. [52]
    'Avatar': The Game Changer | Animation World Network
    At any one time, we could swap in a muscle system and see what it looked like, but any of the blend-shapes went much faster.".
  53. [53]
    [PDF] Comparing and evaluating real-time character engines for virtual ...
    Morph Targets, though present, are somewhat less well supported than skeletal animation. They are not supported in the file format or the hardware skinning.
  54. [54]
    [PDF] Animation, Simulation, and Control of Soft Characters using Layered ...
    Dynamic morph targets are au- tomatically generated from traditional geometric morph targets, and skeletal animation is supported at runtime through kinematic ...
  55. [55]
    (PDF) A Comparative Study of Four 3D Facial Animation Methods
    Oct 25, 2025 · Blend shapes interpolate predefined poses for efficiency, skeletal-based systems use bone hierarchies for flexibility, and physics-based ...<|control11|><|separator|>
  56. [56]
    [PDF] Enriching Facial Blendshape Rigs with Physical Simulation
    [LAR∗14] LEWIS J. P., ANJYO K., RHEE T., ZHANG M., PIGHIN F.,. DENG Z.: Practice and theory of blendshape facial models. In EG 2014. - State of the Art ...<|control11|><|separator|>
  57. [57]