Morph target animation (also called blendshape animation) is a technique for animating complex deformations by interpolating between predefined vertex-position shapes. Instead of driving deformation with skeletal rigs alone, artists create multiple target meshes (morph targets) that represent specific expressions or poses; the final animated mesh is computed by blending these targets with the base mesh.
For indie developers: Don't be intimidated. Start with 10 key facial shapes (Happy, Sad, Angry, Surprised, Blink, Squint, JawOpen, MouthFrown, CheekPuff, Sneer). Your characters will immediately feel 10x more alive than using bones alone. morph target animation new
Static normal maps for wrinkles look fake the moment a character moves. New pipelines blend wrinkle displacement morphs in real-time, driven by muscle contraction values from an animation blueprint. As a character clenches their fist, a morph target displaces knuckle geometry and updates the normal map via a compute shader. Similarly, secondary motion (jiggle) can be baked into morph target sequences and triggered by acceleration changes, avoiding costly cloth/soft-body simulations for capes, hair, or belly physics. Morph Target Animation — Overview Morph target animation
Ideal for Facial Rigging: It is the primary tool for creating distinct lip-sync shapes and micro-expressions. Blinn, J
While skeletal rigs excel at moving limbs, they often struggle with organic "soft" motion. Morph targets fill these gaps: