Exporting CC4 model from Blender as GLB shape key doesn't work

I am using the CC auto setup for Blender add-on v2.2.5. Using the add-on, I import my FBX model, set the build settings to basic, and click rebuild materials. I adjust the “Ah” shape key, and you can see that the jaw opens.

I then export as GLB with shape keys.

When I use a glb viewer, I try adjusting the “Ah” shape key, but the jaw won’t open, only the facial features move a little. This is shown in this video: https://youtu.be/CW2uw1bO73k

How can I export the model as a GLB with the shape keys working?

I am using CC4 with Blender 4.4.3.

Because Blender drivers on the character open the Jaw bones from the shape key value. That’s specific to Blender and doesn’t export.

Shape keys by themselves don’t do anything other than alter the mesh, as you see.

What is the best way to go about exporting the character in GLB format with shape keys then?

There is an option in the CC4 FBX export panel settings to convert the bone driven expressions to purely mesh blendshapes.

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The way you are doing it is the best way.

You just need to realise that whatever you use the GLB in needs to animate all the separate parts of the character together. Each shape key on each mesh and the bone movements all need to be animated independently.

The alternative is to export the character with the option “Convert skinned expressions to morphs” and / or “Mouth Open as Morph”. Which combines all the expression meshes into one object and bakes the bone movements directly into the expression shapes. Which should solve the immediate problem, but it means you can’t animate the head / eye bones directly any more.

It depends what you’re using it for, if that becomes a problem or not.

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