Pro Feature
The Shape Key Editor is part of the Pro edition and only appears when Pro is installed.
Edit the blend shapes (shape keys) a DNA drives. With this editor, you will sculpt directly onto the activated shape key while locking all others.
Note
A basic shape key like jaw_open sits on top of a single jawOpen Raw Control value and its posed bones. Other shape keys like MCornerDepress_NSwrinkle_Jopen_R are only visible as correctives that activate in the face when other raw controls or shape keys are active as well.
Thus, entering editing mode activates the dependents backward from the desired shape key you want to edit.
Importing Shape Keys
If you just imported your MetaHuman, then you need to run the Import Shape Keys operator to actually load them from the DNA into the Blender scene. Enable Generate Neutral to auto-generate neutral shapes during import if you want to work with a clean slate.
Choosing a Shape Key
The list shows every shape key channel. Filter by:
- Mesh — scope shape keys to a specific LOD0 mesh.
- Name — search a shape key by name.
- Non-Zero — hide-zero-value shape keys. (This can be useful to find which shape keys are activated.)
- Value Sort — sort by value so you can see which shape keys have the highest values.
- Side — a side filter (Left / Right / Center). Helpful if you only want to work on one side of the face.
Editing with Dependencies
Select a channel and click Edit. Because expressions combine through PSDs, a shape key often depends on other shapes and raw controls. The editor shows a dependency list so you can see exactly what contributes to the shape you're editing:
- The dependencies are locked (read-only context).
- The edited key is unlocked.
- Toggle each dependency's visibility to diff what you're sculpting vs what is below it.
You can make changes in Sculpt or Edit mode, using Mirror / Flip / Reset as needed, then Commit to write the change into the DNA or Revert to discard it.