"99f6a79c655f5caa"{"id":"24650","slug":"lazy-shapekeys-shape-keys-folder-utility","title":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]","category":"Blender Add-ons \u0026 Plugins","engine":"1.0.71","assetVersion":"","engineVersion":"Asset Version:1.0.71","tag":"Blender Add","accent":"amber","visual":"character","summary":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility] brings folder-based control to shape keys, with batch keyframe insert/delete and bulk value reset controls. It also creates separate objects for each key, handles forced transfer and modifier application, and ope...","platform":"Blender","publishedAt":"2026-04-15T15:25:29.000Z","updatedAt":"2026-04-20T06:12:40.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Blender","Asset Version: 1.0.71"],"featuredImage":{"alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]","src":"https://3dcghub.com/wp-content/uploads/2026/04/be87b3db3244_c2ce39237c0551cd180db085554320c2.webp"},"hasDownloadLink":true,"pageviews":6,"galleryImages":[{"src":"https://3dcghub.com/wp-content/uploads/2026/04/a983ac34c285_56d4f80b40f0b73d71fd2156f451f064.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/3c1a4f06e400_e371f4bffed96745227bf4142fff5927.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/5ae267662e2d_48b970e2300fe901594d050ca6586b11.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/af86aadad0d0_51a17700843673aa2896a5e510fcc636.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/5f283fcd15e9_06ed9e2cfd20137a37b15c7fe058f980.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/bd299fbf5ed0_726e5632d4d3cbd7cb82d4fcb99ba465.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/37af2b90d9a7_f4f0101117efea35bdd4d8aac06faaed.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/d076c76724c8_d4b5568b3d7cc5952b3e263235f5127c.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/943135e82e40_b16b4f954110e26c7c7dfadd2afb3361.webp","alt":"Lazy Shapekeys [Shape Keys Folder \u0026 Utility]"}],"accessPanel":{"kind":"resource","title":"Access this resource","eyebrow":"Free protected download","message":"Sign in or create an account to continue to the protected download through the managed storage service.","fileName":"Lazy Shapekeys v1.0.71.7z","safetyNote":"All resources are 100% manually reviewed to eliminate all risks.","actionLabel":"Download Free","resourceType":"Resource archive","sourceShortcode":"cryptomus_member"},"contentHtml":"\u003ch2\u003eShape key folders when the list starts to sprawl\u003c/h2\u003e\n\u003cp\u003eLazy Shapekeys [Shape Keys Folder \u0026 Utility] focuses on a common problem: once a model accumulates many shape keys, the list becomes harder to read and harder to edit one action at a time. The add-on brings a folder system into that space so related keys can be grouped, collapsed, and handled together instead of being treated as a long, flat stack of entries.\u003c/p\u003e\n\u003cp\u003eOn the Default tab, folders stay inside the regular list and can be folded away with the â¼ button. On the Folders tab, the interface splits into two columns: List of Folders and Shape Keys in Folders. That gives two ways to work. A simple one-column view is there for straightforward edits, while the two-column layout is better when the structure of the shape keys needs more organization. The folder function is not just about tidiness; it gives a way to manage shape keys collectively by adding shape key items for folders.\u003c/p\u003e \u003ch2\u003eBatch keyframes from the folder level\u003c/h2\u003e\n\u003cp\u003eThe keyframe batch insert / batch delete button sits above the list on the Folders tab. With that control, keyframes can be inserted into every shape key in the folder at once. When all the shape keys in a folder already have keyframes on the current frame, the same button deletes those keys for that frame. That keeps a group of related keys in sync without opening each one separately.\u003c/p\u003e\n\u003cp\u003eThe folder also includes a bulk value reset button marked X. It resets the values of all items in the folder at once. In practice, that makes the folder behave like a single control surface when a set of shape keys needs to be cleared before another pass, or when a group of values has to be brought back to a known state before continuing work.\u003c/p\u003e \u003ch2\u003eSplitting shape keys into separate objects\u003c/h2\u003e\n\u003cp\u003eCreate Objects for All Shape Keys generates a new object for each shape key. That is useful when a shape is easier to judge on its own than inside a long list of keys on one object. The function also fits a process where each shape is edited individually and then combined again as shape keys. Instead of staying locked to one combined object during every change, each key can be seen as its own edit target for a while.\u003c/p\u003e\n\u003cp\u003eWhen there are many shape keys, the resulting objects can stretch out into a long arrangement. The add-on accounts for that by allowing numbers on the Z axis, so the layout can wrap and organize by column count. The same function can also be paired with a mask modifier in advance when only part of the mesh should be shown. If the body and face are integrated into one mesh and only the head should be displayed, the mask modifier can be used first, then the object creation can be run after that.\u003c/p\u003e \u003ch2\u003eForced transfer, modifier handling, and left-right separation\u003c/h2\u003e\n\u003cp\u003eThe utility set also includes shape forced transfer, applying modifiers while holding shape keys, and separate shape keys left and right. Those functions point toward more technical cleanup work. Shape information can be transferred directly when needed, modifiers can be applied without losing the shape-key context, and a shape can be split into left and right parts when side-specific editing is required.\u003c/p\u003e\n\u003cp\u003eThere is also shape key synchronization of objects by the same name. That keeps matching objects aligned through their shared shape-key names, which is helpful when multiple pieces need to respond together. Rather than treating each object as an isolated case, the add-on gives several ways to keep related data moving in step.\u003c/p\u003e \u003ch2\u003eJumping into the graph editor for one key at a time\u003c/h2\u003e\n\u003cp\u003eA dedicated button opens a new graph editor window for adjusting the shape keyâs F-curve. The window automatically adds the shape key name to the graph editor search filter, which makes it easier to focus on one key when it needs a more exact timing or motion adjustment. If the window is already displayed, only the search filter is toggled. The search also shows the F-curve item with the same name.\u003c/p\u003e\n\u003cp\u003eThe window size matches the size of the editor that was executed, so the transition into curve work stays tied to the current editor rather than forcing a different setup. That small detail matters when shape key management moves from list cleanup into fine-tuning animation on a specific key. In a character pass, the add-on fits naturally where shape keys need to be sorted, grouped, keyed, split, or inspected without losing track of which shape is being adjusted.\u003c/p\u003e\n\n\u003ch2\u003eContinue Browsing Similar Packs\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/quibli-anime-shaders-and-tools/\" title=\"Quibli: Anime Shaders and Tools\"\u003eQuibli: Anime Shaders and Tools\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/medieval-farm-tools/\" title=\"Medieval Farm Tools\"\u003eMedieval Farm Tools\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/fluid-ninja-vfx-tools/\" title=\"Fluid Ninja VFX Tools\"\u003eFluid Ninja VFX Tools\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/ultimate-level-art-tool-ulat-tools-plugin-plugins/\" title=\"Ultimate Level Art Tool – ULAT ( Tools / Plugin / Plugins )\"\u003eUltimate Level Art Tool – ULAT ( Tools / Plugin / Plugins )\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/rdtextools-rd-tools-pro/\" title=\"rdTexTools (rd Tools Pro)\"\u003erdTexTools (rd Tools Pro)\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":4626,"navigation":{"current":1172,"total":2899,"previous":{"id":"24662","slug":"lodmod","title":"Lodmod","category":"Blender Add-ons \u0026 Plugins","platform":"Blender","updatedAt":"2026-04-20T06:12:40.000Z"},"next":{"id":"24638","slug":"command-box-addon-for-blender","title":"Command Box Addon For Blender","category":"Blender Add-ons \u0026 Plugins","platform":"Blender","updatedAt":"2026-04-20T06:12:40.000Z"}},"relatedResources":[{"id":"24632","slug":"auto-rig-pro-quick-rig","title":"Auto-Rig Pro: Quick Rig","category":"Blender Add-ons \u0026 Plugins","engine":"3.76.17","assetVersion":"","engineVersion":"Asset Version:3.76.17","tag":"Blender Add","accent":"violet","visual":"mech","summary":"Quick Rig moves an existing skeleton and mesh into an Auto-Rig Pro control setup without rebuilding the whole character from scratch. It supports Preserve and Convert workflows, mapping presets, and broad limb coverage.","platform":"Blender","publishedAt":"2026-04-15T15:14:33.000Z","updatedAt":"2026-04-20T06:12:40.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Blender","Asset Version: 3.76.17"],"featuredImage":{"alt":"Auto-Rig Pro: Quick Rig","src":"https://3dcghub.com/wp-content/uploads/2026/04/71461bf1b529_6cd57bacdf890691c81904aa7fe63256.webp"},"hasDownloadLink":true,"pageviews":38},{"id":"24690","slug":"real-time-fur-studio","title":"Real-Time Fur Studio","category":"Blender Add-ons \u0026 Plugins","engine":"1.04","assetVersion":"","engineVersion":"Asset Version:1.04","tag":"Blender Add","accent":"blue","visual":"animation","summary":"Real-Time Fur Studio brings real-time fur creation into Blender, turning curves into lifelike fur with more depth and realism. It suits furry creatures, character work, stylized assets, and clothing details where surface detail needs to stay readable.","platform":"Blender","publishedAt":"2026-04-16T12:44:57.000Z","updatedAt":"2026-04-20T06:12:39.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Blender","Asset Version: 1.04"],"featuredImage":{"alt":"Real-Time Fur Studio","src":"https://3dcghub.com/wp-content/uploads/2026/04/6a6f5fd1cb19_2665d7192fa687424330f35ec2747e1d.webp"},"hasDownloadLink":true,"pageviews":10},{"id":"24614","slug":"animated-render-border","title":"Animated Render Border","category":"Blender Add-ons \u0026 Plugins","engine":"3.0.7","assetVersion":"","engineVersion":"Asset Version:3.0.7","tag":"Blender Add","accent":"violet","visual":"mech","summary":"Animated Render Border keeps Blenderâs render region moving with the subject, so the frame stays centered on selected objects or collections during animation. 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Blender Add
Lazy Shapekeys [Shape Keys Folder & Utility]
Lazy Shapekeys [Shape Keys Folder & Utility] brings folder-based control to shape keys, with batch keyframe insert/delete and bulk value reset controls. It also creates separate objects for each key, handles forced transfer and modifier application, and ope...
Lazy Shapekeys [Shape Keys Folder & Utility] focuses on a common problem: once a model accumulates many shape keys, the list becomes harder to read and harder to edit one action at a time. The add-on brings a folder system into that space so related keys can be grouped, collapsed, and handled together instead of being treated as a long, flat stack of entries.
On the Default tab, folders stay inside the regular list and can be folded away with the â¼ button. On the Folders tab, the interface splits into two columns: List of Folders and Shape Keys in Folders. That gives two ways to work. A simple one-column view is there for straightforward edits, while the two-column layout is better when the structure of the shape keys needs more organization. The folder function is not just about tidiness; it gives a way to manage shape keys collectively by adding shape key items for folders.
Batch keyframes from the folder level
The keyframe batch insert / batch delete button sits above the list on the Folders tab. With that control, keyframes can be inserted into every shape key in the folder at once. When all the shape keys in a folder already have keyframes on the current frame, the same button deletes those keys for that frame. That keeps a group of related keys in sync without opening each one separately.
The folder also includes a bulk value reset button marked X. It resets the values of all items in the folder at once. In practice, that makes the folder behave like a single control surface when a set of shape keys needs to be cleared before another pass, or when a group of values has to be brought back to a known state before continuing work.
Splitting shape keys into separate objects
Create Objects for All Shape Keys generates a new object for each shape key. That is useful when a shape is easier to judge on its own than inside a long list of keys on one object. The function also fits a process where each shape is edited individually and then combined again as shape keys. Instead of staying locked to one combined object during every change, each key can be seen as its own edit target for a while.
When there are many shape keys, the resulting objects can stretch out into a long arrangement. The add-on accounts for that by allowing numbers on the Z axis, so the layout can wrap and organize by column count. The same function can also be paired with a mask modifier in advance when only part of the mesh should be shown. If the body and face are integrated into one mesh and only the head should be displayed, the mask modifier can be used first, then the object creation can be run after that.
Forced transfer, modifier handling, and left-right separation
The utility set also includes shape forced transfer, applying modifiers while holding shape keys, and separate shape keys left and right. Those functions point toward more technical cleanup work. Shape information can be transferred directly when needed, modifiers can be applied without losing the shape-key context, and a shape can be split into left and right parts when side-specific editing is required.
There is also shape key synchronization of objects by the same name. That keeps matching objects aligned through their shared shape-key names, which is helpful when multiple pieces need to respond together. Rather than treating each object as an isolated case, the add-on gives several ways to keep related data moving in step.
Jumping into the graph editor for one key at a time
A dedicated button opens a new graph editor window for adjusting the shape keyâs F-curve. The window automatically adds the shape key name to the graph editor search filter, which makes it easier to focus on one key when it needs a more exact timing or motion adjustment. If the window is already displayed, only the search filter is toggled. The search also shows the F-curve item with the same name.
The window size matches the size of the editor that was executed, so the transition into curve work stays tied to the current editor rather than forcing a different setup. That small detail matters when shape key management moves from list cleanup into fine-tuning animation on a specific key. In a character pass, the add-on fits naturally where shape keys need to be sorted, grouped, keyed, split, or inspected without losing track of which shape is being adjusted.