Tuesday, January 6, 2026

Active Morphs Panel

In the previous post I described how the Head and FACS morphs can be organized in subpanels; this is now the default behaviour. Another change is that the currently active morphs are collected in a separate panel, in the same way as in DAZ Studio. 

Here we have several active morphs, both head morphs (brows, mouth, tongue, visemes), an expression, and even some custom morphs like elf ears. All active morphs are present in a single place. 

The data structures needed to display the active morphs are built when the morphs are imported. If you have an old character, or if the active morphs have been corrupted for some reason, you can rebuild this data structure with the "Update Active Morphs" button at the top of the Morphs panel.

The existence of the "Active Morphs" panel is also governed by the global setting "Face Morphs Subpanels". If that option is disabled, the "Update Active Morphs" button is replaced by the old "Show Used Morphs Only" checkbox. The Morphs panel now looks like it did before, where the active morphs are spread out over the various panels.
One thing that I found annoying with the legacy behaviour was that a morphs disappeared when you drag the slider to zero, and "Show Active Morphs Only" had to be disabled to turn the morph back on. With the new setup a zero morph disappears from the "Active Morphs" panel, but the slider is still available in its native location.