Pablo Dobarro has been working on a new stop-motion-style feature called 'KeyMesh', which allows the use of different meshes per frame in the same object.
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About the Author

Bart Veldhuizen
I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.
17 Comments
When is this going to be released? And, when it is, what will be the pricing?
Pablo Dobarro is an official Blender Dev so this feature, if implemented, will be part of Blender (so no pricing).
Hi
Is it possible to test it ?
Keymesh... This is amazing to me. The step up from shape keys. When you require more than what it can provide. You cannot do this with simple shape keys, this could really change some things for us blender artists. My project requires something like this so I look forward to it! Awesome work!
This looks fantastic. Super fun, and very useful.
This is amazing! As soon as this comes out I, and many others for sure, will pick it up. It looks great, not only for stop-motion style animation, but for moments when you bump into unexpected problems during regular animations as well.
I am very excited for this to be released!
Wow. I've wanted this forever. I hope this will leave the testing garage real soon.
We are waiting for it, please release soon...
We are waiting for it, please release soon... Thankyou
This is really big. I wish I had this integrated in production today.
This looks fantastic! Really appreciate the mindset and hard work that went (and is still going) in to this.
Just make sure it can export an alembic cache. (This + Unreal)...
How easy is it to transform keymesh anim to shape keys?
I think Autodesk paid him, to give up this venture
How easy is it to transform keymesh anim to shape keys?
Won't ever be possible I think. Shapekeys need the same amount of verts per key. With keymesh those differ from key to key, you can even have meshes with 0 vertices.