I have a question in regards to NLA and animation pipelines in Blender. Coming from Maya, I am trying to get up to speed. Here’s what I have to combine:
- Facial mocap: This comes in as animated shape keys, no bones, face only.
- Body mocap: Traditional full skeleton mocap (bvh) imported to character.
- Multiple takes of face and body to complete the shot.
In Maya, I’d export each of the face and body animations as Trax clips (Maya’s NLA Editor). Then I would open my completed character (face/body rigged) and import face clip and body clip into the Trax NLA editor. Now I have my combined performance attached to my final character.
What would be the best way to achieve a similar workflow in Blender? I know how to convert bone animations to actions, but I can’t seem to find a way to do the same for Shape Keys. Any assistance would be greatly appreciated. I am really trying to ditch Autodesk in our studio.