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FJ2000
FJ2000Participating Frequently

shape keysOpen for Voting

I would like to request support for morph target animation (also known as shape keys or blend shapes) when importing GLB/glTF files into After Effects.Use Case:In common 3D workflows (e.g. Blender → GLB → After Effects), character animation often combines:Armature (bone-based) animation for body movement Morph target (shape key) animation for facial expressions (e.g. blinking, mouth movement)Currently, After Effects imports and plays armature animation correctly, but does not play morph target animation, even when it is properly included in the GLB file.Expected Behaviour:When importing a GLB file containing morph target animation:Shape key animation should be recognized and played alongside armature animation Morph target keyframes should be evaluated over time, similar to how they function in Blender or other glTF viewers Ideally, morph target channels could be exposed for further control within After EffectsActual Behaviour:GLB imports successfully Armature animation plays correctly Morph target (shape key) animation is ignored and does not playWhy This Matters:Morph targets are a standard part of the glTF 2.0 specification and are widely used for:Facial animation (blinking, lip sync) Subtle deformation and secondary motion Real-time and web-based 3D pipelinesLack of support limits interoperability between After Effects and modern 3D workflows, especially when using Blender and other real-time tools.Impact:Without morph target support, users must:Rebuild animations using bones, or Create workarounds outside After EffectsThis adds unnecessary complexity and breaks otherwise standard pipelines.Request:Please add support for morph target (shape key / blend shape) animation in GLB/glTF imports in After Effects.

FJ2000
FJ2000Participating Frequently

Support for Morph Target (Shape Key) Animation in GLB/glTF ImportOpen for Voting

I would like to request support for morph target animation (also known as shape keys or blend shapes) when importing GLB/glTF files into After Effects.Use Case:In common 3D workflows (e.g. Blender → GLB → After Effects), character animation often combines:Armature (bone-based) animation for body movement Morph target (shape key) animation for facial expressions (e.g. blinking, mouth movement)Currently, After Effects imports and plays armature animation correctly, but does not play morph target animation, even when it is properly included in the GLB file.Expected Behaviour:When importing a GLB file containing morph target animation:Shape key animation should be recognized and played alongside armature animation Morph target keyframes should be evaluated over time, similar to how they function in Blender or other glTF viewers Ideally, morph target channels could be exposed for further control within After EffectsActual Behaviour:GLB imports successfully Armature animation plays correctly Morph target (shape key) animation is ignored and does not playWhy This Matters:Morph targets are a standard part of the glTF 2.0 specification and are widely used for:Facial animation (blinking, lip sync) Subtle deformation and secondary motion Real-time and web-based 3D pipelinesLack of support limits interoperability between After Effects and modern 3D workflows, especially when using Blender and other real-time tools.Impact:Without morph target support, users must:Rebuild animations using bones, or Create workarounds outside After EffectsThis adds unnecessary complexity and breaks otherwise standard pipelines.Request:Please add support for morph target (shape key / blend shape) animation in GLB/glTF imports in After Effects.