Using Blend Shape and Set Driven Key for Muscle deformations and Facial Expressions.
My name is Larry Neuberger
and I am a professor at Alfred State College in Alfred NY. I created these
handouts to use in my classes and most of my students found them to be helpful.
I now decided to submit them to be published on the web hoping they can help
others as well.
Blend Shape and Set Driven
Key are two excellent tools for deformations and facial expressions. In the
following file we will go over in detail how to use these tools to the best of
their advantages to create better animations and poses. First we will go over
using blend shape and set driven key for muscle deformations. Then we will go
over using just blend shape for facial expressions.
The best way to demonstrate
the benefit of these tools is to show you how to control the flexing of a
characters’ muscles without having to set keyframes for individual objects or
doing any unnecessary extra work.
NOTE: for best results using blend shape, do all work BEFORE binding the skeleton. If you use blend shape after binding the skeleton, your results will not be accurate and deformations will not update correctly.
In order to be
successful with blend shape you want to use the same geometry over and over.
I.E. if you only have one alteration, duplicate once. If there are 5 separate
pose alterations, you need five copies of the geometry. For this example, we
will be working with one deformation.
To start I took the arm
of the character and duplicated it one time and move it off to the side (Fig.
1.)

Fig. 1.
Once your duplicate is
made, go to the component mode so your CV’s are shown and sculpt the new shape
you want the arm to look like after movement. In this case I want the bicep and
forearm to bulge a bit and have less of a crease in the elbow area when bending
(Fig. 2 - 3.).

Fig.
2. Fig. 3.
Fig. 2 shows the
duplicated arm in component mode ready to be sculpted. Simple move, scale,
and/or rotate the CV’s needed to get the shape you want. Fig. 3 shows the
duplicated arm sculpted to my specifications. You can see in this figure
the bicep and forearm bulged a bit.
Once it is sculpted to the
way you like we are ready to do the blend shape to control it. This is the easy
part. First I would name the objects. The original I called R_Arm and the
duplicate I called R_Arm flex. After your geometry is labeled it is time to use
the blend shape tool. This is the easy part. Select the duplicated object/s (in
this case R_Arm flex), then shift click and select the
original object as well (R_Arm). (Fig. 4.)
Once they are all selected
go to Deform > Create Blend Shape . (Fig. 5.)

Fig. 4. Fig. 5.
Once the option box is open, name the blend shape
node and press create (Fig. 6.)

Fig. 6.
It looks like nothing
happened, but something did. To check your blend shape, go to Window >
Animation Editors > Blend Shape (Fig. 7.) and you will see the control
slider where you can control the deformations. Drag the slide bar up to test
the blend shape (Fig. 8.)

Fig. 7. Fig. 8.
If everything worked
properly you should see the original arm deform to the shape of the sculpted
duplicate as you drag the slide bar up. The nice thing about blend shape is
that as you slowly drag the bar upward, the object will slowly deform to a
shape between the original and new shape. And this is pretty much all there is
to know about blend shape. It’s really quick, easy and effective.
Now we will discuss using
the Set Driven Key tool to control the deformation of the arm when joints are
moved.
Learning how to use Set
Driven Key can be very frustrating and tricky but once learned it is an
excellent tool to use. Hopefully I will be able to explain this tool in an easy
to understand way. Basically what we are going to do is tell the blend shape to
deform when the elbow joint is bent, thus avoiding having to do extra animation
and keyframing to get the same effect.
NOTE: using the set driven
key to control the blend shape should be done AFTER the skeleton has
been bound.
First select the effector
joint. In this case the elbow joint, (Fig. 9.) then go to Animate > Set
Driven Key > Set . (Fig. 10.)

Fig. 9. Fig. 10.
The set driven key window
should be open with the selected joint showing highlighted on the bottom
(R_Elbow). Click on load driver to bring this to the top
(Fig. 11.).
NOTE: The driver is what will control, or drive, the change in shape.

Fig. 11.
Next we want to choose what
translation will affect the blend shape. In this case we want the blend shape
to deform when the arm is rotated around the Y joint. (Fig
12.)

Fig. 12.
Next we want to set what
the driver will affect. This will be the driven object. Simply click on the
object you want effected by selecting it in the window or going to the
outliner. In this case I want to select the blend shape I created. Go to Window
> animation editors > blend shape and press select to select the blend shape
(Fig. 13.) When that is selected click on load driven in the
set driven key window (Fig. 14.)

Fig. 13. Fig. 14.
After that we want to
choose the exact blend shape to be deformed. To the right of the load driven section
you should see the name you gave your blend shape. Click that as well. (Fig. 15.)

Fig. 15.
Now the set driven key is
all ready to go, but first let me try to explain briefly what is going on.
The driver is the elbow. This is saying that whenever the
elbow joint rotates around the Y-axis, the arm deformation will take place. The driven is the blend shape. This is what will be
deformed when the driver. We have the window to
the left set up saying that when the elbow joint rotates around the Y-axis,
the rightArmFlex blend shape will deform to my specifications.

Once the
driver and driven windows are all complete, press the key button to set the
first keyframe at the static pose.
Next, rotate the arm to the maximum rotation. For this example I chose 90
degrees around Y-axis. (Fig. 16.)

Fig. 16.
Now open the blends shape
window by going to window > animation editors > blend shape (Fig. 17.)
When the window opens, change the blend shape slider to 1.000 and then go back to
the set driven key window and press key (Fig. 18.).

Fig. 17. Fig. 18.
We have now set keys for
the static pose as well as the maximum rotation where the deformation will take
place. Now close all the windows and test it. Select the elbow joint, or the IK
handle, and rotate the elbow joint around the Y-axis. You should see the
deformations. If you are using IK, drag the IK handle in towards the body and
you should see the same change. (Fig. 19 - 21.)

Fig. 19. Fig. 20.
Figure 19 shows the
elbow joint set at no rotation in the static pose. Figure 20 shows the
same joint rotated 45 degrees on the Y-axis. This shows a slight
deformation taking place.

Fig. 21.
Figure 21 shows the arm at maximum rotation (90
degrees on the Y axis).
Notice that the deformation is at it’s
maximum as well. As you can see, the deformation
Changes based on the rotation. A slight rotation
will deform the arm slightly.
That is it for blend shapes
and set driven key. Set driven key takes a while to get the hang of but is an
extremely useful animation tool that can save you lots of time by avoiding
extra unnecessary keyframing.