VirtualWorldDynamics opened this issue on Jun 14, 2015 · 787 posts
DaremoK3 posted Thu, 12 May 2016 at 1:25 AM
Okay, Gérald, my post above was regarding the previous testing version. I just tested the new release, and it seems you have solidified the vertex ordering in the OBJ's that VWD creates.
Using the same work-flow, I was able to create multiple morph targets for the first iteration copies of both non-tessellated, and tessellated versions. I only performed simple testing on Poser9's default Hi-Rez Sphere (nice melting bouncing balls), but it seems this is a viable avenue to pursue for those wanting to use VWD for morph target work.
No need to look into the Blender scripting. You already have it correct. You just need to find a way to make it available up front at user level.
This is already fantastic. I was hoping you would eventually address the issue, and it was on my list of things to ask you about for future versions. With this version, and my work-around, I can already use for MT work. Great job! Oh, and this new version is awesome. Much faster, and responsive.