Blendshape Creation & glTF Export
Budget: $30 – $250 USD
I already have a clean, production-ready 3D head in Blender. What I need is for you to sculpt and rig a focused set of facial blend shapes, then export the result to glTF/GLB with working morph targets so I can drop it straight into a Three.js scene.
Required blend shapes
Speech core
• jawOpen
• mouthClose
• mouthWide
• mouthNarrow
• lipPucker
• mouthFunnel
• mouthLowerDown
Expression overlay
• mouthSmile
• browUp
• eyeBlink
Those are the naming conventions, so please follow them verbatim when you label each shape inside Blender; consistency is critical for my animation scripts.
Deliverables
1. Updated .blend file containing all sculpted blend shapes, clean topology, and non-destructive modifiers applied.
2. A glTF/GLB export with embedded morph targets that loads in Three.js without console errors.
3. Quick test HTML file (or CodePen) proving each target animates correctly via Three.js’s morphTargetInfluences.
Acceptance
• No visible mesh popping or volume loss at 100 % influence.
• File size kept reasonable; remove unused vertex groups, UVs, or materials.
• All vertex counts between the base mesh and each target remain identical.
If you’re fluent in Blender’s Shape Keys workflow and comfortable optimising glTF exports, this should be a straightforward gig. Let me know your timeline and any questions you have, and we can get started right away.
Required blend shapes
Speech core
• jawOpen
• mouthClose
• mouthWide
• mouthNarrow
• lipPucker
• mouthFunnel
• mouthLowerDown
Expression overlay
• mouthSmile
• browUp
• eyeBlink
Those are the naming conventions, so please follow them verbatim when you label each shape inside Blender; consistency is critical for my animation scripts.
Deliverables
1. Updated .blend file containing all sculpted blend shapes, clean topology, and non-destructive modifiers applied.
2. A glTF/GLB export with embedded morph targets that loads in Three.js without console errors.
3. Quick test HTML file (or CodePen) proving each target animates correctly via Three.js’s morphTargetInfluences.
Acceptance
• No visible mesh popping or volume loss at 100 % influence.
• File size kept reasonable; remove unused vertex groups, UVs, or materials.
• All vertex counts between the base mesh and each target remain identical.
If you’re fluent in Blender’s Shape Keys workflow and comfortable optimising glTF exports, this should be a straightforward gig. Let me know your timeline and any questions you have, and we can get started right away.