I'm not sure I know what ya mean about the morph target. Do you mean save the morph target of the model before sculpting the details and sculpt on the copy and then use the morph brush to blend the details to the original?
Id imagine the issue is with turbosmooth coming after the morpher - the exporter will see the vert count of your main mesh as different from the morph targets. Easiest solution would be to turbosmooth the morph targets and put the morpher after turbosmooth
Beena long time since I checked out morphing materials in Max but I remember it being wonky. How exactly are you animating the targets in the Morpher? You might try adding a base target under the others.
This may or may not help, but I've had problems with the neck and head keys when there is a head target value without a head target object defined. Try selecting all the neck keys and making sure the value is set to zero.
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F (front view), Z (zoom extents), click on the the light to select it. He's using a Free light, which means there is no target. If you select it and go to the Modify panel, you can turn on Targeted to see the direction as a vector + dummy.
Cheers guys for suggestions :) I'm now attempting to set up my morph targets... As said, the project is to show emotion, so should I create morph targets of different emotions, or set up the phonemes and eyebrow raise/lower etc?
You can also duplicate the surface area you want it to bend into, and you use morph target. There are tutorials on youtube for this. Dont know if its easier to do as other people suggested, but dor more complicated bends you use.morph target.
Recon now has a PLD wich lets you lock onto vehicles. Once you have a lock, a engineer can lock onto that target and have a target seeking rpg. So not a bug, but you do need 2 people for it.
You can bake the reflections inside UE. Just place a scene capture cube, make a render target cube, assign the render target to the capture, and you can make a static texture out of it. So it can be used in the reflection capture.