Shape key editor · Now available

Your complete
shape key
workflow.

SHAPES brings creating, sculpting, combining, driving and organising shape keys into a single toolset, so the technical setup stays out of the way of the work.

From 20 €. Blender 4.2 LTS and later.

A faster way
to build shape keys.

One workflow for sculpting, combining, organising and driving shape-key targets in Blender, with the manual node and driver wrangling handled for you.

Unified toolset

Create, edit, combine, drive and organise targets from one place, instead of stitching the workflow together by hand.

Artist focused

Built so quick results stay quick, and complex facial or muscle setups stay manageable as they grow.

Proven foundation

A mature toolset with years of production use behind it, now built natively for Blender.

Native Blender tech.
Portable setups.

SHAPES works inside Blender's native architecture: standard shape keys, drivers and modifiers. Your setups stay readable, and nothing proprietary sits underneath them.

It handles the technical complexity so the work stays creative, from a single corrective shape to hundreds of facial targets on one character.

Blender-native foundation

Standard Blender data you can open and inspect. No black boxes.

Portable across versions

Tools and finished setups move with you between Blender versions.

License-free at runtime

Finished setups play back and render on a standard Blender install, with no SHAPES licence needed at runtime.

Simple installation

Install as a standard Blender extension and start working in seconds.

From sculpt to rig.

See it in action. Each feature comes with a short tutorial, so you can see how it works before you buy.

Preview

Organise & filter

Order from the clutter.

Sort hundreds of shapes into groups, colour-label them by purpose, then filter the list down to exactly what you need.

Quick Tip | Organisation #2 Watch the tutorial →
Preview

Symmetry Map

Mirror with confidence.

SHAPES maps which vertex on the left belongs to which on the right when the mesh is loaded for the first time. Mirroring then works on one island or several, more reliably than with the default tools.

Quick Tip | Symmetry #1 Watch the tutorial →
Preview

Influence Map

Divide one shape into regions you control.

A sculpted expression moves lips, eyelids and brows at once. Paint the regions, and each one becomes a shape of its own, to edit and drive separately.

Quick Tip | Splitting #2 Watch the tutorial →
Preview

Blend Preview

See the blend while you sculpt.

Edit a corrective shape and watch it blend with the animation at the same time, so stretching and sliding show up before the driver is in place.

Quick Tip | Editing #1 Watch the tutorial →
Preview

Conform Shape

Preserve the precious detail.

Vertices that move too far or not far enough are easy to miss. Conform Shape moves them back towards the flow of the original mesh, right while editing.

Quick Tip | Editing #2 Watch the tutorial →
From ROM Animation to RBF

RBF Nodes

Pose in. Shape out.

Turn a set of corrective shapes into a complete RBF setup in a few clicks, pose by pose or straight from a range of motion animation. RBF Nodes is included with the Commercial licence.

Quick Tip | Drivers #3 Tutorial: Coming soon
Edit Propagation

Combos & propagation

Edit a shape. The combo holds.

A combo corrective depends on its driving shapes. When one of them changes, propagation carries the edit over, so the correction stays as intended.

Quick Tip | Combos #2 Tutorial: Coming soon
Shot Fix

Shot Fix

Fix the frame. Hold the shot.

Sculpt a correction on top of the already deformed mesh, then blend it across the few frames where it is needed. Works on animated meshes, including Alembic caches.

Quick Tip | Animation #1 Tutorial: Coming soon
Preview

Synchronised Edit

Several meshes, one edit.

Edit the matching shapes of several meshes at once, so body, clothing and accessories deform together.

Quick Tip | Editing #4 Watch the tutorial →

Everything else
production needs.

The rest of the workflow and important to the work.

Create & edit in-pose

Author and adjust shapes in the deformed pose, with Blend Preview to check the result live.

Drivers

Set up and edit drivers, including range and curve, without digging into Blender's driver editor.

Rebuild & transfer

Move entire setups onto new or changed topology when the model updates.

Animation & Shot Fix

Key shapes and apply per-shot deformation fixes, including post-deformation shapes.

Weight maps

Extended weight-map editing, mirroring and import/export.

One-click creation

Add new target shapes without the manual setup steps.

Import & export

Move shapes, weights and complete setups in and out.

Cleanup tools

Clean shape-key data and keep setups tidy.

Native RBF support

Create, copy and mirror RBF Nodes setups directly. RBF Nodes is included with the Commercial licence.

Two licences.
One toolset.

Both licences contain the complete SHAPES toolset. Commercial adds RBF Nodes for pose-based drivers.

Private

20 €

$23.99 on Superhive

For personal learning, education and non-commercial projects.

  • SHAPES for Blender, the complete toolset
  • All 1.x updates free
  • Blender 4.2 LTS and later

Built on trust

SHAPES is released under the GPL and has no licence check. Please choose the licence that fits your work.

Per seat

A Commercial licence covers one artist. For a team, one licence per seat.

Free updates

All 1.x updates are included with both licences.

14-day refund

If SHAPES doesn't work for you, get in touch within 14 days for a refund.

Already own RBF Nodes?

Commercial includes RBF Nodes. If you already bought it, get in touch for a discount.

Private to Commercial

Need Commercial later? Get in touch and pay only the difference.

Learn it your way.

Short video tutorials, the complete user guide, and a direct line if you need one.

Frequently asked

Common questions about SHAPES. Tap to open.

Does SHAPES work with my existing shape keys?

Yes. SHAPES works with existing Blender shape keys and can be used on characters that already contain shape key setups. Existing shape keys can be loaded, organized, edited, mirrored, driven, and extended using SHAPES.

Do I need SHAPES installed to animate or render a character created with SHAPES?

No. Shape key setups created with SHAPES use Blender's native shape key system and remain fully functional without the add-on installed.

The only exception is when optional RBF Nodes solvers are used. In that case, RBF Nodes must be available for the solver to evaluate during animation and rendering.

Can SHAPES be used on existing rigs?

Yes. SHAPES is designed to work with existing rigs and deformation systems. It can be used to create corrective shapes, facial shapes, pose-space deformations, and animation fixes without requiring a rig to be rebuilt.

Why shouldn't I edit shape keys from Blender's Shape Keys panel?

SHAPES maintains additional information such as grouping, organization, relationships, synchronized shapes, drivers, and other setup data that Blender's native Shape Keys panel is not aware of.

Using both systems simultaneously may lead to inconsistencies. For best results, shape key management should be performed through SHAPES once an object has been loaded.

Why is there no drag-and-drop reordering or drag multi-selection in the Target List?

Blender currently imposes limitations on custom list interfaces that prevent certain behaviors commonly found in standalone applications.

To work around these restrictions, SHAPES uses selection checkboxes and dedicated organization tools. While the workflow differs slightly from traditional drag-and-drop interfaces, it provides reliable management of large shape key setups within Blender's API constraints.

Does SHAPES support linked assets and library-based workflows?

Partially. Blender restricts direct editing of linked mesh data. Existing shape keys can still be managed and animated, but creating new shape keys on a linked mesh must be done in the source file.

Can SHAPES handle asymmetric meshes?

SHAPES uses a Symmetry Map system that stores vertex relationships. This allows many symmetry operations to work even when the mesh is not perfectly symmetrical in world space.

Can I transfer my setup between projects?

Yes. SHAPES includes import and export functionality for setup data, shape data, and weight maps. This makes it easier to reuse work across characters, scenes, or production files.

Can I organize large shape key libraries?

Yes. SHAPES provides grouping, filtering, selection tools, hierarchy support, and organizational workflows designed specifically for productions with large numbers of shape keys.

Can I use SHAPES for game development?

Yes. SHAPES operates on Blender's native shape key system and can be used for creating blend shape setups intended for export to game engines such as Unity or Unreal Engine, subject to the capabilities of the chosen export pipeline.

What is Conform Shape?

Conform Shape is a shape refinement tool that helps preserve the original surface flow of a mesh while editing shape keys.

It can be used to reduce unwanted stretching, compression, and irregular vertex movement, helping create cleaner deformations with less manual cleanup.

Why does SHAPES use a loaded object instead of Blender's active selection?

SHAPES intentionally separates its workflow from Blender's context-sensitive selection system.

Once an object is loaded, all operations act on that object regardless of scene selection changes. This reduces accidental edits and provides a more predictable workflow, especially in complex production scenes.

What Blender versions are supported?

SHAPES requires Blender 4.2 or later. Older Blender versions are not supported.

Is SHAPES suitable for professional production work?

Yes. SHAPES is based on workflows developed for the production-proven SHAPES tool for Autodesk Maya and is designed to support both individual artists and larger production environments.

What licenses are available?

Private License — 20 €
For personal learning, educational use, and non-commercial projects.

Commercial License — 60 €
For professional and commercial work, one license per seat. Includes RBF Nodes and the RBF Nodes Runtime.

See Pricing for details.

Do I need RBF Nodes to use SHAPES?

No. SHAPES works on its own. RBF Nodes is only needed for RBF solvers, which drive shapes from several poses at once. It is included with the Commercial license and also available on its own.

I already bought RBF Nodes. Is there a discount for SHAPES Commercial?

Yes. Get in touch with your order details and you will receive a discount code.