Monday, December 22, 2025

Face Morph Subpanels

Standard morphs are grouped into various panels, but all morphs in a group are simply listed in alphabetical order. Mickey Ho pointed out that this is not practical for animating sliders, in particular for the hundreds of Genesis 9 FACS morphs. In DAZ Studio the various FACS morphs are grouped into subpanels, which makes access more convenient.

In the last commit the FACS panel has the same subpanels in Blender. To enable this feature, enable the global setting "Face Morph Subpanels".
The FACS panel now has the same subpanels as in DAZ Studio. The morphs are assigned to subpanels which makes them better organized.
The button on the top of a subpanel only apply to the morphs in this panel. The buttons at the top of the FACS panel affect the sliders in all subpanels.
Subpanels are also generated for the head pose morphs for previous generations, Genesis - Genesis 8. Before we had two types of face morphs, Face units and Visemes. That was a completely ad hoc separation that I did long ago, and may have made sense for the first Genesis generations. In the last commit those types are replaced by a single Head type. 

There used to be another type of standard morphs called Head which were taken from another directory. That included morphs like elf ears which are normally baked into the character, so those are not considered to be standard morphs anymore. If you need such morphs you can always import them as custom morphs.

Import standard morphs with the Head option enabled.
The panel with Head morphs is now split into subpanels, which work like the FACS subpanels.
If we import morphs with "Face Morphs Subpanels" disabled, or if we load an old character into the  scene, the old style morphs appear and work as before. The new option does not change how the morphs themselves work, but only how they are displayed in the user interface.