shapekeys transfer to other characters (different vertex count)

Hi all,

Sorry if this has been asked before. I’ve searched the forum but couldn’t find anything directly related on the topic.

I’ve modeled a front of a face and created all the needed shapekeys. This is supposed to be the base shapekeys of which I can drive other characters (of different vertex count) for facial animation.

Is it possible to assign emptys to the base mesh, and let the emptys to influence the shape of the driven mesh? If so, how is the best way to go about it?

If it’s not possible, any suggestions on how to achieve that? This method would be helpful to decouple shapekeys and characters so new characters can just be swapped in without the need to redo the shapekeys, and can be used together with bone based face rig.

Also, is there any good tutorial on creating bone based face rig up to the finishing details like face controller design and so forth?

Thanks.

Best Regards,
Faizol

I don’t think you can apply shapekeys to objects with a different vertex count… all of the work I have seen always used the same base geometry. The geometry can be shaped differently… but the underlying vertex count must be the same:Multiple Objects - One Shapekey

Loolarge is leading the charge on this right now. His Python script works in the latest release of Blender…but that will require the same basic geometry…

Loolarge Thread