Here's an example: my Flo Hair is all grouped as "neck", which makes morph generation a doddle. Kozaburo does the same with his conforming hair - that's where I stole the idea from. ;-) This works because although the mesh has only one group, the CR2 has actors for head, neck and chest. The adjacent actors' joint parameters are arranged to have the appropriate effect on the neck group. Note also that, although Vicki 1/2 has an upper neck group, this can be skipped over entirely without too much trouble. However, you can't extend this principle beyond the 'children' of your single group. If I were to make the hair waist length, for instance, an abdomen group would be needed; but it wouldn't work, because although the abdomen affects the chest, that effect won't be propagated through to the neck. Body handles work in the same way - they are actors added to the CR2 to deform the mesh, but don't need any geometry associated with them. All the magic is done with the joint parameters. For your long, thin figure, you're right to choose bones. Morphs are no good for doing curvature unless it's a fixed amount; for example, a morph to make a skirt sit down is good for the target pose, but no use for just bending the legs slightly. I hope that made some sort of sense. By the way, to avoid future embarassment, BL Render is female. Read the back cover of your book. ;-)