Xnormal might have a UI from the 90s, but somehow it is still getting updated. Supposedly. The designer one will work just fine, just, upload the target mesh.
Does Unity recognoze sknwrap modifier when exported form max or will it just discard it. I have about 80 morph targets that i will have to manually assign otherwise
this can be done with the projection modifier. you apply it to your mesh with the source UVs, apply the the cage to fully encase the target object. create a projection mapping and project