Tool:Morph Target Subpalette
From ZBrush Info
The Morph Target sub-palette settings allow management of the currently stored morph target geometry. Once a morph target has been assigned to an object, the Morph deformation becomes available so that you can blend between the model’s actual geometry and that of its morph target.
StoreMT: Saves the selected 3D object’s current geometry as a morph target. After deforming the object (either via the Deformation sub-palette or by sculpting in Edit mode), you can use the Morph slider (see below) to blend between the object’s deformed shape and its morph target.
Switch: Stores the current object’s geometry as its morph target and reverts its shape to that of the previous morph target.
Restore: Undoes all deformations on the current object and reverts its shape back to the stored morph target.
DelMT: Removes the morph target so that a new one can be stored.
CreateDiff: Creates a new mesh based on the difference between your morph target and the model's current shape.
Morph: Adjusts amounts of morphing; may be negative to cause morphing in the opposite directions.
Morph Distance: Used when morphing ZSphere models, to ensure that distances between linked ZSpheres are not overly affected by the morphing.
To use Project Morph do the following:
- Set your geometry level to the highest level. For this example, let's say level 5.
- Store a morph target by pressing Tool: Morph Target: StoreMT.
- Go down 2 levels of resolution to level 3 and delete all higher levels of resolution by pressing Tool: Geometry: Delete Higher. Don't worry, your hi-rez geometry is still there because we stored a morph target.
- Smooth out the area you want to 'relax' with the Smooth Brush.
- Divide two more times to return your model to resolution level 5.
- Set the Tool: Morph Target: Project Morph slider to 100. This will project the morph target with the stetched polygons into your current smooth mesh. The result is a 'relaxed' mesh.
