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Blender Facial Shapekeys
Creative and media 📌 Pinned version: commit 71d031d
🔎 Install prompt analysis · 2026-10-19 : runs commands
⚙ Needs: Before you start: read this whole install prompt…

Blender Facial Shapekeys

Facial rigs and shape keys in Blender 5.2: build the ARKit 52 blendshape set or the 15 Oculus visemes for lip-sync, sculpt expressions, split symmetric shapes into Left/Right, mirror keys, add corrective and combination shapes with drivers and control rigs, and export to Unity, Unreal, Roblox dynamic heads and VRM/web.

At a glance
What
Facial rigs and shape keys in Blender 5.2: build the ARKit 52 blendshape set or the 15 Oculus visemes for lip-sync, sculpt expressions, split symmetric shapes into Left/Right, mirror keys, add corrective and combination shapes with drivers and control rigs, and export to Unity, Unreal, Roblox dynamic heads and VRM/web.
Cost
Free
Needs
Before you start: read this whole install prompt, tell me in a few lines what this skill does and what installing it involves, and wait for my go-ahead before you do anything else.
Install
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🧭 What this touches
  • It can run commands on your Muse’s computer.
Install prompt analysis · 2026-10-19
🔒 Security and provenance
📌 Pinned version: commit 71d031d · 2026-10-19
🔎 Install prompt analysis · 2026-10-19 : runs commands
What the scan found — excerpts from the install prompt
  • runs commands — Prerequisites: none for the install itself: no account, no API key, no paid service, and nothing else to insta
Skill Harbor never reviews the code of a listed skill. These are dated facts about the install prompt and our install test, not a safety certification. Review a skill yourself before you install it. How we verify

Before you start: read this whole install prompt, tell me in a few lines what this skill does and what installing it involves, and wait for my go-ahead before you do anything else. Prerequisites: none for the install itself: no account, no API key, no paid service, and nothing else to install first. For using the skill afterwards you need Blender 5.2 LTS or newer installed yourself (the skill is built and tested for Blender 5.2, and its scripts run inside Blender using its bundled Python, bpy and numpy). An optional Blender MCP server can drive a live Blender session, but it is not required: the scripts also run headless from the command line. The skill gives no licence or copy of Blender itself. Install "blender-facial-shapekeys" for me. It is a facial rig and shape key playbook for Blender: ARKit 52 blendshapes, the 15 Oculus visemes for lip-sync, sculpting expressions, splitting symmetric shapes into Left/Right, mirroring, corrective and combination shapes, drivers and control rigs, bone-plus-blendshape hybrids, and export notes for Unity, Unreal, Roblox dynamic heads and VRM/web. Repository: https://github.com/EL4CTEO/blender-skills (the skill is the whole skills/blender-facial-shapekeys/ folder at the pinned commit: SKILL.md and scripts/shapekeys.py, scripts/_bpyx.py) Pinned version: install the code at commit 71d031dab8bc6729504d11a78cbe91945401045f exactly. Do not substitute a newer version. If this commit is unreachable, stop and tell me. 1. Clone https://github.com/EL4CTEO/blender-skills into a temporary folder, check out commit 71d031dab8bc6729504d11a78cbe91945401045f, and copy the skills/blender-facial-shapekeys/ folder from that checkout. Then compare every file in the folder with the fingerprints recorded for this listing on 2026-10-19: [FINGERPRINTS] - SKILL.md: SHA-256 ab5dc046c892833ea51e9cf773c0e0496f2da14b0e20bdaf25664c02d562b244 - scripts/_bpyx.py: SHA-256 a3339ba8a678469e8ed29510e32a7331e0235202191ca4edb977af4720819b4b - scripts/shapekeys.py: SHA-256 ae309ebf193346df73628789529563a43269a4b629674f17c0dfc237e4bcc661 If a file does not match, it changed since the listing was prepared: do not install it yet, tell me what you found and let me decide. 2. Read SKILL.md and both scripts in full and tell me in plain words: what the skill does when used, which services it connects to, whether it reads or sends any personal information or keys, and anything that seems unusual. Stop on any red flag and tell me before going further. Confirm these points from the files: - The skill folder holds three files: SKILL.md (4,875 bytes), scripts/shapekeys.py (6,208 bytes) and scripts/_bpyx.py (4,503 bytes). The two scripts are Python meant to run inside Blender (they import bpy and, for shapekeys.py, numpy, both bundled with Blender); they are not standalone programs and they are not run during installation. - Nothing is sent anywhere during installation itself; the only download at install time is the skill folder from GitHub at the pinned commit. The files name no account, no API key, no telemetry and no remote service, and the scripts contain no network, subprocess or environment-variable code and read no secrets. - At use time, everything runs locally inside Blender, on .blend files and meshes I point you at: scripts/shapekeys.py creates the ARKit 52 key set or the 15 Oculus visemes with exact spec names, splits a symmetric key into Left/Right across X=0 (with a --falloff blend width), mirrors a key to the other side, reports unsculpted keys, the maximum offset per key and missing ARKit names, and can wire a controller object with 0-1 custom properties driving each key (--drivers). With the --save option its command-line wrapper saves the .blend to the path given. Shape keys are deltas from the Basis, ranges are 0-1, only relative keys export, and changing the Basis topology after creating keys destroys every key. - SKILL.md says the execution model lives in the sibling skill blender-core and the body rig in blender-character-rigging, and it cross-references blender-retopology-uv and blender-asset-qa by name. None of those sibling skills is part of this listing or installed by it; this folder stands on its own SKILL.md plus its two scripts, driven through Blender headless or an optional Blender MCP session. - The engine notes (Unity FBX blendshapes, Unreal morph targets and Live Link Face, Roblox dynamic heads, VRM/web glTF morph targets) are guidance for exports I do in Blender and in the target engine; the skill's scripts send nothing to any engine or service. Corrective and combination keys use drivers: a combination key such as jawOpen_mouthSmile is driven by the scripted expression a*b from the two key values, and SKILL.md notes simple expressions do not need Python auto-run. 3. When I say "yes, install", install it as a skill: copy the whole blender-facial-shapekeys folder into the agent's skills directory, in a folder named "blender-facial-shapekeys", keeping its files (SKILL.md and scripts/shapekeys.py, scripts/_bpyx.py). Do not use the upstream plugin marketplace route or the repo's install/install.sh for this listing: both install the whole 22-skill collection, not this single skill. A manual clone followed by copying only this folder is the route for this listing. 4. Verify with no network calls: frontmatter valid, files in place. 5. Report what was installed, where, and what I still need to do myself (for example: install Blender 5.2 LTS or newer myself if I do not have it, and provide any head mesh or .blend file myself; using the skill is a separate step that only starts when I ask for it, and it runs locally in Blender with no downloads or sends at use time). GitHub is optional: if I have a GitHub account or the gh CLI, you may use it; otherwise public access is fine. Never require it unless it's in the prerequisites above. Rules: don't touch anything outside the temp folder and the install target. If anything looks off, stop and ask me.

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