Week 10’s lecture introduced us to Blender’s shape key tools and how to add drivers that could control said shape keys. Shape keys are used to temporarily change the scale and proportions of a mesh in an organised format that can be easily reset to its former scale very easily. This tool was immensely useful for my character model as it would be required to have an extremely exaggerated amount of squash and stretch which was for one scene in the animated short which my character is sucked up by the fox Rumba. My shape keys were relatively simple, consisting of a simple shape key that squashed my mesh down completely and stretched the ears to give off the illusion of being vacuumed up by the Roomba. By far the most difficult part of this process was the installation of the driver for the shape key so that it can easily be applied while the animation is in production. The driver was a simple armature with the main bone being used as the controller having a limited location constraint applied and with a view port custom item applied which in this case was a simple cross empty to act as the main driver the hardest part was editing the driver to make it work properly and move the shape key the correct way but eventually after multiple attempts at removing and re-adding the driver and trying different solutions, the driver will not pull the shape key in the correct direction and cause the mesh to squash down how I intended.