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pudingus edited this page Nov 18, 2020 · 3 revisions

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To store morph targets, the builtin Morpher modifier is used.

In 4ds files, morphs are grouped in regions. All targets in the region share the same vertices. Each vertex should be modified only by one region.
For characters, region A is mouth, B is eyes, C is eyebrows

Each region uses 10 channels in 3ds Max:
Region A uses channels 1-10
Region B uses channels 11-20 and so on

The first channel in each region should be empty (ie channels 1, 11, 21...)

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