Select the original mesh which you created your morph targets from and add a Morpher modifier to the top of the stack. ![]() The next step is to apply our shapekeys to our reference mesh and assign them to the correct frame. When compiling we access each shapekey by its frame number in the VTA file. ![]() ![]() The 3DS Max Morpher modifier with the morph targets loaded.Ī VTA file stores the position of every vertex in a mesh for frame 0 (the reference frame) and from then on any changes in their position per frame.
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