View Full Version : vertex Order:

12 December 2004, 01:03 AM
i know that if i want to put blendshapes on a head for a character that is a single mesh, i can detatch the head duplicate it, and to reattatch the head, select it then body, then attatch. then with the dup, i can dup it as many times i want and sculpt my blend.

but what if after i attatch the head i then want to create corrective blends for a leg or arm or torso. what i needed to scuplt exact morphs at an exact joint rotation for precise deformation for a character.
how would i problem solve that?
can i detatch what ever body part i want and follow the same process as i did for the head?

12 December 2004, 05:33 PM

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