Most shapes have separate dials for the head and the body. If you select the head of the character, then go to "shaping" and look for the Ogre head, you should be able to dial it in.
Otherwise, what you can try is first dialing in the Ogre, and then select a human body only shape and apply that.
There's no way of splitting a morph that isn't already split inside DS, unfortunately. A modeller could do it if you could selectively apply a morph to the base mesh, tidy up the join, export as OBJ and load as a new morph - but for things like the goblin you'd almost certainly have to deal with various correction morphs to, especially on the head, and you'd have to redo the rigging adjustments so there'd be a fair bit or (mostly mechanical) work.
The morphs are flattening the default mesh down to nothing, if you apply another morph that affects the ears then that is added on top of the flattening effect and so you get distortion. A morph can't block or lock another, so in practice a radical reshaping like ears gone is always going to be extremely sensitive to disruption from other morphs.
Comments
Most shapes have separate dials for the head and the body. If you select the head of the character, then go to "shaping" and look for the Ogre head, you should be able to dial it in.
Otherwise, what you can try is first dialing in the Ogre, and then select a human body only shape and apply that.
Well I am aware of the separate morphs but I am referring to just the full body morphs that do not have a separate head dial.
There's no way of splitting a morph that isn't already split inside DS, unfortunately. A modeller could do it if you could selectively apply a morph to the base mesh, tidy up the join, export as OBJ and load as a new morph - but for things like the goblin you'd almost certainly have to deal with various correction morphs to, especially on the head, and you'd have to redo the rigging adjustments so there'd be a fair bit or (mostly mechanical) work.
Ok I have another question. I use the nose gone and ear gone but as soon as I use another morph they become a swirling mess. Why?
The morphs are flattening the default mesh down to nothing, if you apply another morph that affects the ears then that is added on top of the flattening effect and so you get distortion. A morph can't block or lock another, so in practice a radical reshaping like ears gone is always going to be extremely sensitive to disruption from other morphs.
Ok thanks . I had a question about shaping and the uv but I forgot.