Morphs Panel - Mustard2/MustardUI GitHub Wiki
In this section, you can find the available Morphs and the related tools. This panel contains different features:
Morphs Main Switcher
The flag button next to the Morphs panel name enables or disables morphs for the selected character. To use this button, you must select the character’s armature.
Enabling morphs can have a significant impact on performance. It is recommended to keep morphs disabled while creating the main body animation and enable them only when working on facial animations.
Note:
Disabling Morphs will deactivate all morphs currently enabled on the character, but their values will not be lost. When morphs are re-enabled, the previous values will be restored. Since the face rig drives the morphs, it will not function while Morphs are disabled. If you look for a less limiting feature, consider the Freeze Morphs feature explained below.
Morph Panel Tools
On the right side of the Search field in the Morphs panel, you can find several additional tools:
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Filter
Shows only morphs with a value different from0. This is useful for quickly identifying which morphs are currently active. -
Restore
Resets all morph values to0. -
Clear Pose
Restores the character to the rest pose. This can also be useful if character bones end up in incorrect positions after applying or importing poses and actions. -
Settings
Opens a panel with additional Morph-related options:-
Mute Shape Keys
When enabled, shape keys are muted when Morphs are disabled. Disable this option if you want to preserve or use shape key values while morphs are turned off. Disabling this option may slightly affect performance, but the impact is usually minimal. -
Mute Corrective Morphs
When enabled, corrective morphs are muted when Morphs are disabled. Depending on the outfits used, disabling this option may reduce performance. If this occurs, consider removing outfits that are not used in the scene. -
Mute Face Controls
When enabled, face controllers (including FACS emotions) are disabled to improve performance.- If Mute Face Controls is disabled but Mute Face Controls Bones is enabled, performance impact will be minimal, but some bone-based controllers (such as jaw and eye controls) may not work correctly.
- If Mute Face Controls Bones is also disabled, all face controllers will function correctly, but with a higher performance cost.
Even with both Mute Face Controls and Mute Face Controls Bones enabled, their performance impact is generally lower than keeping all Morphs enabled.
-
Freeze Morphs
When this feature is enabled, all non-zero morphs are frozen: they remain active but their values cannot be changed. Morphs with a value of 0 are disabled. While frozen morphs continue to affect the model, none of their values can be edited.
Freezing morphs can improve performance without disabling features required by the model. For example, on Diffeomorphic models, this is useful when the body shape should remain constant during an animation: body morphs can be frozen to improve performance, while facial morphs and the face rig remain available.
Presets
Morph Presets allow morph values to be saved, reused, and transferred as a single preset. This removes the need to manually reapply individual morphs when reopening files, updating models, or sharing configurations.
Presets follow Blender’s standard preset behavior and can be stored inside a .blend file or exported as a JSON file that can be reopened later.
Uses
- Save and recall body, face, or expression morphs
- Transfer morphs to the same or a different model
- Share morph configurations using JSON files
- Distribute predefined morph setups with a model
When applied to a different model, only compatible morphs are used; missing morphs are skipped automatically.
Creating a Preset
- Set the desired morph values.
- Create a new Morph Preset or export it as a JSON file.
The preset can be reapplied at any time or imported from a saved JSON file.
Notes
- Morph Presets only affect morphs that exist on the target model.
- Presets do not create new morphs or modify the model’s structure.
- Compatibility depends on morph naming and availability.