odf opened this issue on Oct 27, 2008 ยท 13964 posts
adp001 posted Mon, 23 August 2021 at 7:12 PM
That's what I meant in my first post. The traditional methode works up to a level depending on shape and volume. So better make different "bases" for some shapes along with fitting morphs to move that mass. Easier at the end. And you don't need tons of morphs (to fix problems caused by the last morph) and time for trial and error :).
If you need to rotate vertices, you will be better off with bones. An underestimated solution is to use deformers (magnets). Very useful, especially the weightmapped ones. At the Latest when your figure moves its arms or shoulders forward/backward, there is rotation. The more volume, the more visible rotation. You can catch this up to a certain degree with a linear morph - considering the effort, a bone is more effective.