Thank again TaNoFF for the car download i'll take a deep look at your morph setup.
Also take a peek at this below link and a quick quote post relating to morph targets.
http://www.highend3d.com/maya/tutori...ter/276-4.html
If I understand what you're asking, then yes it's quite possible ... Just export the figure as a wavefront.obj, being sure to check the morphs and skinning option. Then re-import it, selecting "vertex object" in the import dialog, and you should be good to go.
I think you can do it without the export/import step also in the modeling room by using the "convert to other modeler" option in the edit menu. As ed says, it may snap back using that method. If so, try going to animation mode first (in the modeling room), then convert to other modeller. After you've done that, then convert back to vertex and you should have a posed, non-functional vertex object. However I think the option I just described will nuke your UVs and shading domains.
So I checked this out, and now you can export a deformed mesh and then re-import it. There are even options for dealing with exports as morph targets. I think this is great, so here's how I think the workflow would look like:
- bone a face to get you close to the morph you want,
- import into your favorite modeler to fix the mesh & make it the way you need to see it
- re-import the fixed mesh as a morph target
I'll be back later on tonight after looking at your work and figure out a way on how to fix the texture in the model chin area. SOoo get ready for me to send you the chin fix model and thank again TaNoFF!