Master Shape Keys
Of course you can - https://blendermarket.com/products/driver-rig-msk-bundle
Delete Vertex Keys when making changes and then generate them again. This will reduce the number of shape keys the engine has to deal with until you’re ready to use them again.
With the object selected you want to fix the names of, paste this in to the Python console and run it, but know that it breaks the SKC addon, so before you run it, SAVE, use the script, export your model and then reload the save from before you ran the script. If you do not follow these instructions, doom will come your file.
CODE STARTS
keys = context.active_object.data.shape_keys.key_blocks
for key in keys:
skend = key.name.endswith('_SKM2')
skstar = key.name.startsswith('SKMvg_:')
if skend and skstar:
key.name = key.name[7:-5]
Of course, check the Documentation section of this page.
Did you know you could set up shape keys to be driven by bones through an automated process via drivers on a 3D UI? It can work on any model or mesh, including facial shape keys of any character. This is all possible with the epic addon Driver-Rig - https://blendermarket.com/products/driverrig-shape-keys-bones
Sure, here you go - https://blendermarket.com/products/shape-key-collections
Normally the shape keys should work, but a 100% guarantee cannot be provided. So far there have been no reports of such issues.
Please un-zip the archive and install the .py script.
So long as the computer has the addon and the same Blender version, the Collections will work.
Vertex Shape Keys can divide shape keys into unique ones and generate vertex group keys. Master Shape Keys has that included, plus everything else.
Use this 20 sec guide - https://youtu.be/wOv4oHO5Kqg
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