Hi could someone tell me to which directory i need to extract it?
If you have Windows 10; in AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons
I think most convenient is to dowload zip;
Then extract and install ui_shape_keys_plus.py from within blender. (Or place it manually in the appdata…etc folder. And restart Blender).
It shouldn’t have to be extracted to any location manually, especially if that location varies depending on version and operating system. Blender add-ons can be installed by selecting the downloaded .zip at
User Preferences > Add-ons > Install Add-on from File. After which you can delete the downloaded .zip, since it was extracted to Blender’s add-on directory automatically.
Hello. I’m new to blender. I create a character with basis & several other shape keys (e.g. blink eyes, smile, etc). I want to create new character from this base mesh (e.g. fatter, bigger head, more wrinkles, etc) by changing the basis shape key, but at the same time also maintain the rest of the shape keys in the new character (e.g. blink eyes, smile, etc). @MontagueMGM Can this add on help me to get what I want? If not, any other way/ add on can do it? Appreciate your help. Thanks.
I tried to recreate the issue to get a better idea of what you’re referring to. Is it that, when you change the blink/smile shapes’ relative key from
Basis to a new key (say,
Basis2), that the blink/smile shape keys are still basing their deformation off of the original
Basis shape key? (Meaning, when you set the values of the blink/smile shape keys to 1.000, the shape reverts back to the way it looks in
Basis without the wrinkles of
In that case, you can fix it by selecting all vertices in the blink/smile shape keys and using the Blend From Shape operator under the W (Specials) menu in Edit Mode, then pressing T or F6 to open the properties, and setting the blending key to
Basis2, Blend value to
1.000 and enabling the Add checkbox. Note that if you don’t move
Basis2 to the very top of the shape key list, you still have to set it to 1.000 to have it show up in the blink/smile shape keys.
As for the add-on, at the moment it doesn’t have a feature that automates this process across multiple shape keys.
Yes, you are right.
Thanks a lot for your advice. I try it & it work for 1 shape key at once only. If I set the slider to value: 1 for only 1 shape key, then it behaves normal. However, if I set the slider to value: 1 for 2 shape keys (e.g. smile left & smile right), the wrinkle is doubled, which is not what I wanted .
I play around with it & found out a way that work well with what I wanted . That is if I move the new basis shape key to the top (above original basis shape key), all other shape key deform from the new basis shape key. But the original basis shape key must not be deleted & no “blend from shape” is required as well. I don’t know if this is only applicable for me, but it might help other people with the same problem. Thanks again for the advice, appreciate it @MontagueMGM
Ah… I thought the shape key’s data somehow got confused by the new relative key, so I forgot to check if the solution persisted with multiple instances. It must have just been superimposing the new shape rather than correcting the current one, which is why it gets doubled with two applications. I imagine you’d just have to set the blend slider to 0.5 for each, but then you’d have to set it to 0.33 if you have 3 shape keys, 0.25 for 4, and so on.
For the workaround, are your shape keys using the modified Basis as their relative key, or the original?
I’m still using the original basis shape key. Basically I didn’t change any setting on the original shape keys. I only created new shape key for the new basis that I wanted, then move it to the top even on top of the original basis shape key, and that’s it. I hope this solution can work fine for long time for me. I’m not sure why but I think that my Blender sometimes not behaving correctly. Example last time when I tried to simulate cloth, it can’t work at all, but after I closed the program & re-open the program after several hours, it can simulate the cloth again.
And what about for the updating to Blender 2.8 I use a lot this addon for ordering my shapekeys?
Since 2.80 is now in beta, I’ll start studying the changes in the Python API and updating a new branch of the add-on’s code. When the 2.80 version is ready it’ll be posted here alongside the 2.79b version.
Hey. I have purchased several add-on’s from market places before I found yours here , and asked them for some sort of nesting features with no response… The best things in life are apparently free… Your add-on wipes the floor with the paid ones. Thank you very much for this…amazing work.
First, I must say this add-on is literally a life saver. I am working on a project and our models have well over 190 shape keys and navigating them all has been a huge pain. Feels so much better to have them organized.
I am curious though. Whenever I select the shape keys and set them to a new parent, it takes a really long time to finish. Is this normal? Even just adding a new folder, Blender freezes up for about 4 seconds before its added.
If you are wondering, I am running an Intel i7 4790K, with an NVIDIA GTX1080 reference card. My components should not be a problem.
It’s normal, at least for the current version of Blender. Because Blender doesn’t expose a Python operator to move a shape key directly to a new index, the add-on has to move the shape key multiple times in that direction to get to that index. Moving a group or folder of shape keys takes however long it would take if you did it manually, the only upside being that the individual operations are automatic and contiguous.
I haven’t looked much into the internals of Blender, but judging by the fact that shape keys can teleport to the top or bottom of the list, it wouldn’t take much for a well-versed developer to expose an
object.shape_key_move_to Python operator, as a complement to the regular
The initial update for 2.80 Beta is ready. I tested as many features and scenarios as I could these last few days, but there are bound to be a couple of errors that I missed, as well as upcoming errors from the daily builds. Let me know if you find any.
Has anyone gotten a traceback error when they tried to put this in 2.8?
@MontagueMGM I have no idea why, but when I tried to install the addon in 2.8, I’m getting traceback errors.
It’s caused by a change in a more recent 2.80 build. I think I fixed that particular error on GitHub, which was caused by a single line in the code, but there appears to be a new internal error (
NameError: name 'module_filesystem_remove' is not defined) which is preventing me from testing it. Apparently it was fixed today (T61455), so it should be ready to test on tomorrow’s 2.80 build.
Epic! I’ll make sure to download tomorrow’s build. I’ve been eagerly waiting to use this since it reminds me of the sliders in SFM. Looking forward to it and keep up the good work!
I really like how this addon organizes everything. The more if it exposes parameters RIGHT wher they should be on shapes. Thank you. Is it working now on 2.8?
I just tested it on tomorrow’s build (it’s still yesterday where I am) and it seems to be working now.
Yeap! Works for me! Thank you for your amazing work!