Blender 3D : corrective shape keys in Blender:how to correctly animate a bending arm /HD
Why Blender Stack Exchange recommends it
Blender Stack Exchange answerers point people to it as the standard walkthrough for setting up corrective shape keys with bone-rotation drivers to fix bad armature deformation.
Recommended by 6 people across 6 different months, 2015 to 2021.
What it is
A 2013 screencast by Peter Drakulic showing how to fix poor elbow deformation on a bending arm in Blender by creating corrective shape keys. It also covers driving the shape key from the bone rotation, including editing the driver's generator polynomial.
What people said
Recommends sambler · 2015-03 · Blender Stack Exchange · on “Complex mesh with armature and mesh deform modifier”
Instead of using hooks you can create a "corrective" shapekey. Usually this is easier if the armature modifier is enabled in edit cage mode. Starting with a bad deformation pose, create a new shapekey, edit the mesh so that the shapekey makes it look good. Once you have the shapekey setup you can either drive the shapekey with a bone position/rotation or you can keyframe it to fix on a specific frame. This tutorial [this video] shows an example with a driver setup. You may also find the Add Corrective Shapekey addon [LINK] of interest.
Recommends David Jeske · 2016-06 · Blender Stack Exchange · on “Driven shape key on multiple bone poses?”
In the "generator" section of the dope sheet panel, you want to adjust the x-coefficient of the Expanded Polynomial. You can see a visual explanation starting around time 11:30 in this video on corrective shape keys [this video] .
Recommends Leander · 2018-06 · Blender Stack Exchange · on “Blender to Unity animation | Volume Preservation”
@Omri If you can afford to use corrective shapes, use them (!) they are much better suited for your problem. There are plenty [this video] of tutorials on the web.
Recommends Lauloque · 2018-12 · Blender Stack Exchange · on “Ugly deformation for wrist and shoulder with IK”
For the elbow, it looks like your arm is pivoting on itself. Think of like a rope you hold tight with one hand and you twist with your other hand. It's what's happening here. A solution for that would be to lock the bone's rotation on its Y axis. Either through a Limit Rotation constraint, either in the bone's Inverse Kinematics panel: [LINK] Otherwise, understand that bones do only one thing: rotating vertices around. The "preserve volume" does help to keep the volumes, but it doesn't do any miracles. When two bones rotate on each other, there's always a point when some vertices go the wrong way. And that's why we use " Corrective Shape Keys [this video] ". Just make some of those and you will b
Recommends Robin Betts · 2019-07 · Blender Stack Exchange · on “Deform Blast Bags on Ship Turret when moving the barrels”
Given the restricted range of movement required, a physics/cloth simulation might be a bit over the top? Maybe a 2-bone armature will do.. The joint between the bones is at the center of rotation of the barrel. The root bone could be a child of the turret, the barrel-bone constrained to point down the barrel. You could start with automatic weights, and tweak in weight-painting to something like this: Barrel Bone [LINK] Root Bone [LINK] If you want to introduce folds in the fabric, you can use corrective shape-keys [this video] . There is one in this animation, but only to suppress unnatural bulging... If you haven't rigged to an armature before, I wish I could give a complete description in one B
Recommends garpik · 2021-04 · Blender Stack Exchange · on “Can't edit driven number value, see graph editor for the driver setup”
So. I finally solved the problem by following this video ( [this video] ). To fix it, in the Driver window add Modifier Generator and change Y in it from -1 to 1. [LINK]
Cites lemon · 2016-07 · Blender Stack Exchange · on “Animating and creating pose libraries without Shape Keys”
@Darknaviexe, shape keys cannot replace bones, as shape keys are not relative to other shape keys (but bones are relative to their parent). So you may need a lot (really a lot) of shape keys to 'redo' all relative positions of the bones. Also shape keys do not rotate (the transition 0 to 1 of a SK is linear). But the two can be used in complement (for instance here : [this video] ).
Cites Ascalon · 2016-11 · Blender Stack Exchange · on “Limit driver amount to only a certain part of a rotation”
I am making corrective shapekeys for a character's knee. I have created the shapekey and now need to setup the driver. So far I have followed this tutorial: [this video] I currently have a variable of the shin bone's local X rotation, with a type of Averaged Value. The current behavior is that as i rotate the bone, the driver value hits 1 at ~65 degrees of rotation, and then goes back to 0 as rotation continues. This means that my corrective shape key kicks in far too early, and then shuts off by the time it should be coming on. I want the shapekey to start coming in at 90degrees and be at the full value of 1 by 135degrees. How do I achieve this?
Cites OwenAlexander · 2016-12 · Blender Stack Exchange · on “Corrective Shape Keys for the Shoulder”
I'm using the rigify rig with my model, and following this tutorial ( [this video] ) helped me work out how to use corrective shape keys for the hips. I tried to apply the same process to the shoulders but nothing is happening. For the shoulders, I made a driver and and selected the thigh.fk bones as the targets. I selected Y rotation, local space, and averaged values. I didn't add a generator modifier as, unlike the hips, changing the coefficients to 0 and -1 didn't make any difference. Here's a screenshot of my settings: [LINK]
Cites Sazerac · 2017-02 · Blender Stack Exchange · on “Way to control mesh volume for character animation”
Blender does not currently support anything like implicit skinning, or any dedicated tools for character self collision. Dual Quaternions are simply a different way of calculating bone transforms on vertices and prevent some artefacts, but have no concept of intersection or volume (although they make the results appear to preserve volume better under some conditions). However there are a number of ways these effects can be mimicked in blender: corrective shapekeys driven by bone rotations/positions (see [this video] ). This is probably the simplest way, but can be time consuming. soft body or cloth on skin (possibly with collider objects underneath) supporting soft body muscle meshes, using shrin