Corrective Shape Keys - Blender 2.8 Tutorial

Danny Mac 3D · 107K views · 2019 · 3:29

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Animation & visual effectsComputer graphics & renderingtutorial

Why Blender Stack Exchange recommends it

Blender Stack Exchange answerers point people to it when a rig creases or pinches at the joints and corrective shape keys are one of the fixes to try.

Recommended by 1 people across 1 different months, 2021 to 2025.

What it is

A short Blender 2.8 tutorial by Danny Mac 3D showing how to use corrective shape keys, driven by bone rotation, to fix bad mesh deformation in rigged characters. It covers the basic setup in a few minutes.

What people said

Recommends Lauloque · 2022-12 · Blender Stack Exchange · on “Armature problems, permanent creases”

You can definitely reduce the creases by tweaking the weights a little bit, but you can't remove them completely with your current armature setup. Do understand that vertices just follow your bones' transforms. Weights just control how "strong" is the influence. The creases are here simply because the vertices do what you ask them: you rotate an arm bone, so the vertices rotate around the bone. There are ways to make these weird deformations go away. To make it simple, let's say there's the hard way of simulation, and the simple way of manual correction. The hard way The most accurate but hard way is to actually simulate the physics of the skin sliding around with muscles contracting and mov

Cites Eric Huelin · 2021-01 · Blender Stack Exchange · on “How do you use an F-Curve with negative values?”

I want to use the start to finish values of -1.7 -var = (driver value = 0) to -2.7 -var = (driver value = 1) I've always done it in the expression as a math formula but I never learned to use the F-Curve to achieve the same results and once in a tutorial they make an example here: [this video] But when I tried this with negative values I could only manage to turn the F-Curve into a mess. How do you use negative values with F-Curves.

Cites TheTrueJard · 2021-03 · Blender Stack Exchange · on “How am I supposed to handle muscle deformation while rigging?”

Unfortunately what you're asking about is a very broad and difficult topic and there isn't a very straightforward answer for Blender. I myself have done some research on it for team projects and can share what I have found. Modeling muscle deformations is no easy task in 3D software. Large studios such as Pixar will often run complex simulations that account for elasticity and the like to create realistic forms. Blender doesn't natively support these capabilities, at least not to the extent of realism that these studios have. There are (often expensive) add-ons available, such as X-Muscle System [LINK] , which can run physical simulations for organic tissue. You could also write python scrip

Cites Lauloque · 2024-06 · Blender Stack Exchange · on “Why is the mesh getting messed up when I rotate the bone?”

See the bones as being parents of your vertices, with a factor between 0 and 1 (it's what you see in weight paint mode). When you rotate a bone, it simply rotates the child vertices around it relative to their individual weight factor. So the deformation you see is expected: [LINK] Now if you want to correct that, we have different ways to deal with this: Helper bones [LINK] corrective shape keys [this video] topology tricks [LINK] Smooth Corrective Modifier [LINK] Or a combination of the above

Cites Lauloque · 2025-04 · Blender Stack Exchange · on “Parts being disconnected when I move them?”

To me it seems more like a limitation from how the rig and meshes are designed. Why it happens Vertices are just points in the 3D environment. Edges are just lines connecting those points, and faces are just planes connecting those edges. Bones can do only one thing: move vertices with more or less influence (determined from the vertex group weight assinged on each vertice in either Edit Mode or Weight Paint Mode). In the case of your eyes: [LINK] You have only the extreme vertices of the side beam and the under lid that are assigned to your def_R_eyes_01Lower bone. None of those vertices align, and the edges and faces that they create with the vertices that don't follow your bone will not a