 So you wish there was a way to automatically generate the shape keys from a rigged face. Not a problem. Alright, so I usually do most of my rigging and animation projects in Maya. If you saw my video, Things I Wish Blender Would Steal from Maya, then you probably know why. Malescript makes it super easy to automate repetitive parts of the workflow away, so I have a button that generates all the shape keys for me, but the support squad wanted to see if I could develop something similar for Blender. And it was real tricky because I am not a Python guy, but I did my best to translate my workflow from Maya to Blender. So up to this point, you basically had two options to automate this process. You could pay Polywink 300 bucks to do everything for you, or you could pay 100 bucks for a Blender add-on that kinda works. Me and my animation friends have tried it and all I can say is the advertisement for it is better than my experience with it, but who knows, maybe it'll work better for you. But if you go to my art station, you can download my Blender Facial Shape Key Generator absolutely free. Once you've downloaded it, here's how it works. You need to have your face already rigged. It doesn't matter what rig you're using, could be Rigify, could be Auto Rig Pro, could be a Custom Rig, it really doesn't matter. Drag a new window and set it to Text Editor and hit New. And what you're gonna do is you're gonna set the timeline to 52 frames. In each frame, you're gonna pose the face the way you want each shape key to look on that frame. So one would be shape key one, two would be shape key two, and 52 would be the last shape key with the tongue out. So if you do that, you should have a different facial expression on each frame. From this point, go to frame one, Shift D to duplicate the face, click the original, Shift click the new face, remove the armature, add a new shape key, then copy and paste the code you got from my art station into the text editor. And hit Run. You're done. If you check the duplicate face, it should have all 52 shape keys correctly named and in order ready for motion capture. If your face is separated into multiple objects like the eyebrows, eyeballs, tongue and teeth, just repeat the process for each separate object. Now again, I'm not a Python programmer, so I'm 300% sure this code could be rewritten in a more efficient way. Feel free to leave a comment down below if you have any nicer looking code ideas. But as someone just trying the best to translate their workflow from Maya to Blenda, this is the best I could do. It's completely free, but if you're feeling generous, any tip would be super appreciated. Remember, this stuff is supposed to cost between $1 and $300, but because the support squad believes in this community, you guys get it for free. So I hope that helps. And as always, hope you have a fantastic day and I'll see you around.