Last week, I had to come up with a way of separating one blendshape into multiple blendshapes. So basically, imagine we have one blendshape of a full smile and we need to separate it into left and right.
If you go to the Edit Deformers menu, there is an option to paint blendshape weights. This is the tool we will be using, but the tricky part of separating blendshapes like this is the overlap area between the shapes. Since blendshapes are additive, if the overlap area is not done properly, when both blendshapes are enabled you may run into areas where it is morphing more or less than what you intended.
So, our issue is essentially that these weights are not normalized. There is a simple solution to this problem: paint the weights using a skin node so that they are normalized, and then transfer the weights over to our blendshape node.
To do this, you will need to have good UVs set up for your mesh. They don’t have to be perfect, but they definitely cannot have any faces overlapping. When the UVs are good to go, duplicate your mesh. This is the mesh we will add the skin node to.
For our example, we are separating our main blendshape into left and right blendshapes. Create two joints and name them “left_blendshape” and “right_blendshape”. It doesn’t matter where you place these joints, as we are not going to be using them to deform the mesh. All we care about is getting the weights. Select these two joints and your skinning mesh and then create a smooth bind skin node. Paint your weights for however you want the shapes to be separated. The weights will be normalized so that all influences combined will add up to 1, which means our blendshapes will also add up to 1.
To transfer the weights over to your blendshape, select your skinned mesh and go to Skin > Edit Smooth Skin > Export Skin Weight Maps. Click on the options box. We want to export the luminance. Increase the map size to something large so get as much data transferred as possible. I use 2048×2048. Choose TIFF as the file format. Export the maps to wherever you want, just as long as you remember where you saved them to.
Now, on your mesh that has the blendshape set up, so to Edit Deformers > Paint Blend Shape Weights Tool. Click on the options box to bring up the tools panel. Select your main blendshape that your are wanting to separate into left and right shapes. Go down to Attribute Maps > Import. Make sure Luminance is chosen for Import value and then click on the Import button. Navigate to the folder where you exported your weight maps to from the skin node. Load the “left_blendshape” map and when you set the weight for the main blendshape to 1, it should only enable the blendshape on the left side. Duplicate the mesh, and you now have your blendshape for the left side. Repeat this process to get your right side blendshape as well.
Now that you have both your right and left blendshapes as separate meshes, select them both, select your main, undeformed mesh, and create a new blendshape node. The new blendshape node should now have both your left and right side blendshapes, and if you set both of their weights to 1 in the channel box they should add together perfectly and look exactly like the main blendshape that you started the process with.


