Thank you. The new method is certainly easier to explain than the old RVK method.
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When you make a new shape key, it uses the presently selected key as a starting point.
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Yes, it seems this only matters though if you make a new key when an existing slider is set to a value greater than zero. I hadn't noticed this since I always start from a neutral shape but it should be handy to be able to make new shapes based on existing shapes. It would be possible to make one extreme shape then adjust the slider, make a new shape and adjust this for a variation.
I've edited the mini-tute to mention this. Thanks for pointing it out.
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Adding/deleting geometry (vertices) to the mesh after setting keys will give unpredictable results. For best results, make sure your mesh is in its final state before creating Shape keys.
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Definitely. You don't want to make a whole bunch of lip-sync shapes then go and add ears to your character

As you say though, the result is unpredictable so if it happens that you just have to change the geometry, do it in small steps and test the shape keys. Sometimes they just behave.
Edited tute to mention this too
It's also possible to use Shape Keys to act on Vertex Groups but I haven't really investigated this. Look
here for more information.