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I'm using the mesh found in this link which is animated using shape keys. I'm wondering how I can do the same animation but using bones (armature) instead? So if anyone could please advise.

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You can drive those shapekeys with bones, this is actually the preferred way of doing facial animations. This video explains in a detail how to setup the drivers and hook the bones to the shapekeys. In the first part he creates all the face-expression shapekeys and in this second one he drives them with bones.

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I've been experimenting with facial armatures! I use envelope weights, weight paint, and bone constraints to mirror sides of the face, and I was trying to make a weird sort of pentagraph-like thing for shaping the outer mouth and cheeks

[ http://ball2000.net/blender/shapebones/ ]

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  • $\begingroup$ I know weight painting, this is not related to my problem. My problem is that I already have an animation done using shape keys but I want to use bone and weight painting instead, but to do the same animation made by the shape keys $\endgroup$
    – Tak
    Commented Nov 11, 2014 at 6:17
  • $\begingroup$ So you have shape key animation all done; and you want to somehow transmogrify it into armature animation? huh... A brute-force approach would be to write a script that creates an armature with a little bone for each and every vertex; creates a pose library by applying all the transformations of each vertex to each and every bone; something like that? $\endgroup$
    – ball2000
    Commented Nov 11, 2014 at 6:24
  • $\begingroup$ I don't want to have a 4000 bone in case my mesh is 4000 vertex :) . What I'm thinking of is a bone for every shape key. What do you think? $\endgroup$
    – Tak
    Commented Nov 11, 2014 at 6:40
  • $\begingroup$ That whole concept blows my mind. I don't understand $\endgroup$
    – ball2000
    Commented Nov 11, 2014 at 6:51
  • $\begingroup$ This was on the related things over there-->, since I don't understand I'm not sure it helps... [ blender.stackexchange.com/questions/12146/… ] $\endgroup$
    – ball2000
    Commented Nov 11, 2014 at 6:57
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you could use the shape driver constraint add-on to control those shape keys. The bones could be constrained as the drivers. Here's the link to the website and video guides you through how to use the add-on: https://www.blendernation.com/2015/05/18/addon-shape-driver-constraint/

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  • $\begingroup$ Please avoid link only answers here. If the site goes down you answer becomes invalid and empty of content for future users. Please edit your question and provide a local explanation of how this could work. $\endgroup$ Commented Feb 13, 2017 at 2:37

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