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Keymesh Too

by nickberckley·Motion Graphics

Images © nickberckley. Used for product review; image policy.

Why we like it

Keymesh Too earns its place as a modern rewrite of Keymesh, an add-on described as one of the most popular and iconic in Blender and created by Pablo Dobarro. The version featured is built for Blender 4.1 and earlier and is offered free, with a purchase serving only to support ongoing development.

What is Keymesh Too?

Keymesh Too is a complete rewrite and expansion of Keymesh, described as one of the most popular and iconic Blender add-ons and originally created by Pablo Dobarro. It lets you build stop-motion animation inside Blender by sculpting or modeling mesh objects frame-by-frame, and you can animate UV maps, attributes, and color attributes such as vertex paint in a traditional way. This build targets Blender 4.1 and earlier; for Blender 4.2 and newer, the add-on lives on the extensions platform.

Beyond meshes, Keymesh Too supports almost every object type except empties, armatures, and grease pencils, including Curves, Metaballs, Lattices, hair curves, and text. A new Frame Picker UI registers every version of an object you've made, lets you insert keyframes without duplicating them in the Dope Sheet, organize frames by name, and shows how often each version is used.

It also works as an object versioning tool for modelers and sculptors, saving multiple versions of object data on the timeline. The 2.1 update adds operators to convert animated shape keys into Keymesh frames and to split a Keymesh animation into separate objects for 3D printing, along with keyboard shortcuts and preference options for backing up original data.

Who is Keymesh Too best for?

Keymesh Too is best for blender artists making frame-by-frame stop-motion animation, plus modelers and sculptors who want object versioning across mesh, curve, and other object types.

How much does Keymesh Too cost?

Keymesh Too is completely free to download and use.

Key features

  • Frame Picker UI that registers every version of an object made with Keymesh, inserts keyframes without duplicating them in the Dope Sheet, lets you name and remove frames, and shows how many times each version is used
  • Support for almost every object type except empties, armatures, and grease pencils, including Curves, Metaballs, Lattices, hair curves, and text
  • Object versioning that saves multiple versions of object data such as Mesh and Curve and places them on the timeline to scrub through
  • Shape Keys to Keymesh operator (2.1) that converts animated shape keys into Keymesh frames by baking sculpts and removing the shape keys
  • Convert to Separate Objects operator (2.1) that creates a separate object for each animated frame, aimed at 3D printing stop-motion parts
  • Keyboard shortcuts: Page Up and Page Down move between Keymesh keyframes, and Ctrl-Page Up and Ctrl-Page Down insert new ones forward or backward
  • Preference options to back up original object data before adding Keymesh data and to allow or disallow keyframes in Edit Mode

Tags

#stop motion#frame-by-frame animation#Blender add-on#object versioning#Keymesh#3D animation#sculpting

Frequently asked questions

Does Keymesh Too work with Blender 4.2 and newer?

Keymesh Too is offered in a build for Blender 4.1 and earlier. If you're running Blender 4.2 or newer, the add-on is available on the extensions platform and can be added directly from Blender's preferences through the Get Extensions tab. The Blender 4.1-and-earlier build is free, and any purchase is only a way to support development. Because the download depends on your Blender version, check which release you're running first, then grab the matching version from the developer's page.

Which object types can Keymesh Too animate?

Keymesh Too supports almost every object type in Blender, with the exceptions of empties, armatures, and grease pencils for now. That range covers regular Bezier and NURBS Curves, Metaballs, Lattices, hair curves, and text. Practically, this means you can animate hair curves flowing frame-by-frame, model stop-motion swappable mouths from Curves, or change text on every frame with a single click. The broad object support is one of the main ways this rewrite expands on the original Keymesh, which centered on mesh objects.

Is Keymesh Too free to use?

Keymesh Too is listed as free in this catalog. The build for Blender 4.1 and earlier is described as free, with the note that you should only purchase it if you want to support development. For Blender 4.2 and newer, the add-on is distributed through Blender's extensions platform. For current licensing and download options, check the developer's page rather than relying on a fixed figure. The original Keymesh by Pablo Dobarro is also referenced as a free add-on.

What does the Shape Keys to Keymesh operator do?

Keymesh Too adds a Shape Keys to Keymesh operator in its 2.1 update. This operator converts animated shape keys into Keymesh animation: the shape keys are removed and the sculpts are baked into Keymesh frames instead. From there you can keep animating frame-by-frame by sculpting on top of shape key animation, which lets you combine a traditional 3D animation workflow and the Graph Editor with Keymesh. Note that because shape keys are separate data blocks in Blender, copying them can cause issues such as scrubbing delays.

How do I move between Keymesh keyframes with shortcuts?

Keymesh Too maps its keyframe navigation to the Page Up and Page Down keys, which move the current frame to the previous and next Keymesh keyframe. Holding Ctrl with Page Up or Page Down inserts a new Keymesh keyframe forward or backward. Alongside these shortcuts, the rewrite introduces a Frame Picker UI that registers every version of an object you've made, so you can insert keyframes without duplicating them in the Dope Sheet, name and remove frames, and see how many times each version is used.

Alternatives to Keymesh Too

Also in Motion Graphics for Blender.

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