Creating morphs - avoiding to corrupt the basic mesh

For example, in Genesis 2, I realized that when I try to create a morph, and for example, I cut the nose away and I paste a new nose with the same number of vertices, when I import the new morph and try to use it, the basic model becomes spiky. How can I avoid this? I can edit morph only if I adjust the original model (when I only adjust the original model I don't have those issues), but in some cases it would take a lot of time. There is a way?

Comments

  • A morph cannot chnage anything but the locationbs of the existing vertices, so what you want cannot lterally be done. However, if you are using Daz Studio another option would be to make your new mose as a GeoGraft  -that can effectively replace the existing mesh with new mesh.

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