Blendshape nodes for Nuke (beta)
JoinBlendshapes, MixBlendshapes and FACS nodes give you a way to create and animate blendshapes without leaving Nuke. Now, you can create a new geometry out of objects with similar topology and then animate it, without switching to another software. You can also join animated geometries and mix them with different ratios. You can pass geometry with blendshapes to GeoTracker, track it and then animate the blendshapes on the already tracked geometry. And finally, the FACS node creates 51 ARKit-compatible FACS blendshapes for FaceBuilder geometry right in Nuke, so you can animate a FaceBuilder head, or track it with FaceTracker and then adjust expressions using the blendshapes.
Morph any geometries with the same topology
Use any objects with the same topology to create an object with blendshapes. To animate the blendshapes use the sliders in the preferences pane of the MixBlendshapes node.
Animated geometries
You can mix animated geometries if they have the same topology and then control (and animate) how much each of the animated geometries affect the neutral geometry.
51 ARKit-compatible FACS blendshapes for FaceBuilder & FaceTracker
You can animate the FaceBuilder 3D model with FACS blendshapes. That also means you can adjust or change the expressions of the face tracked with FaceTracker.
Export FACS-based blendshape animation from FaceTracker
The tracked animation of FaceTracker can be converted into animated FACS blendshapes: just use "FACS and MixBlendshapes" option in the Export menu (Results tab). Then you can adjust the animation changing the keyframes in the MixBlendshape node. You can also animate another head with the same blendshapes. And even if it's a completely different 3D-model that has the same blendshapes — in this case use only the MixBlendshapes node and discard the exported FACS node.
Nuke Indie support
Good news! Starting with 12.2v4 version of Nuke all our nodes are finally available in Nuke Indie. There are no functional limitations in our nodes compared to the standard Nuke.
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— A node-locked license that can be used only on the machine where it was activated
— Can be purchased by a person only
— Priority support
which is only $12/month
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— A license that can be shared by unlimited number of machines: one license for one machine at a time
— Works with License Server
— Can be purchased by a company or a person
— Priority support
which is only $33/month
Commercial
— A node-locked license that can be used only on the machine where it was activated
— Can be purchased by a company or a person
— Priority support
which is only $25/month
All our licenses can be used for commercial work.
All results of your work with our plugins belong to you, no strings attached.
The licenses are active for one year since the activation date. If you decide not to update your licenses, you can still open old projects and export the results of your work, the only restricted thing is making new changes.
For enterprise pricing, please get in touch!
Help resources
The comprehensive written guide can be found on our Medium page.
While we're working on video-tutorials, you can watch the recorded live-stream, where we talk about FaceBuilder with Hugo Guerra.
For assets and Nuke script examples you can visit our examples page.
Frequently Asked Questions
— How to create a geometry with blendshapes?
Create a JoinBlendshapes node, connect the base neutral geometry to the "base" input, and then connect all other variants with the same topology to the additional countable inputs (on the left of the node). Don't forget to give your blendshapes some meaningful names in the preference pane of the JoinBlendshapes node.
— How do I control blendshapes and animate them?
Create a MixBlendshapes node and connect it to the JoinBlendshapes node that was previously created. You'll see sliders in the preference pane of the MixBlendshapes node. Create keys for these sliders to animate the blendshapes.
— How to mix animated geometries?
Just connect them to a JoinBlendshapes node and add a MixBlendshapes node after that. Keep in mind that most of the times you need to have a neutral non-animated geometry with the same topology as the animated ones being connected to the "base" input of JoinBlendshapes node.
— Where to connect blendshape geometries?
To the additional numbered inputs on the left of the JoinBlendshapes node.
— Can I merge blendshapes from different geometries?
Not at the moment.
— Can I use FACS node with anything beside FaceBuilder?
Not at the moment.
— Do I need a license?
JoinBlendshapes, MixBlendshapes and FACS nodes are free while in beta.
— Can I save (export) the animated geometry as a file?
Yes! Connect the output of MixBlendshapes node to a WriteGeo node and choose your favourite format.
— Can I use JoinBlendshapes, MixBlendshapes and FACS in Nuke Indie?
Yes! Starting with the 12.2v4 version of Nuke.
— I have an idea for an improvement!
Please let us know!