How to edit a morph? Specifically need to add an animalistic 'muzzle' to G3M/G8M
There are morphs in HFS Ultimate Shapes for G8M (and the equivalent products for G8F and Genesis 3) that let you morph a character's head to be like a canine or feline. However, this morph also changes the ears to be more like an animal's (pointed, on top of the head).
Normally this is OK but with the recent character kits from MAB and WillDupre (Wolfie and Sly Fox, Tomcat, Harvey Rabbit) they come with geografts for the ears, so it doesn't work too well. However those characters have fairly flat faces as default, and I'd like to give them more of an anthropomorphic look. I'm trying to figure out if there's a relatively painless way to edit this existing morph or create a new one that extends and changes the character's nose and mouth to be more like an animal muzzle, but just the nose and mouth region. It's not something I've really needed to do before so this is all new territory for me.
Any help would be appreciated, if anyone knows of a product or resource that already has this kind of morph please let me know. I am largely inexperienced with Blender and similar but this seems like it'd be a relatively straightforward morph to create, especially if the existing one could be adapted. Thanks in advance!
Comments
You can use Shape Splitter to separate different parts of morphs. Can't guarantee the results on something as extreme as the HFS morphs, though.
@Gordig Thanks for the tip, I didn't think of using Shape Splitter. I don't have the product and it's a little beyond my price range right now, so I'm hoping there will be some trick I can do in Blender or similar too :)
Blender. Hmmm, I haven't tried it myself, but export unmorphed figure, then export morphed figure. Imorpt the unmorphed figure, then the morphed figure into blender. Add a mesh deform modifier to the unmorphed, use the morphed as the object. Then you gotta make a vertex group to constrain it to where you want the morph to apply. If that makes any sense lol. Then apply the morph, export it, and load that up as a morph in DS
Shape Splitter actually works pretty well on some of them, minus some distortion to the ears that I could probably refine out.