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/*title_start*/Adaptive Skinning, Page 4/*title_end*/
/*text_start*/\C020202Mesh/Texture Consistency:\C484848 When generating multiple poses for a model, Adaptive skinning is employed each time to generate logical connection points for limbs' meshes. Limbs can rotate or move so that the logical points are no longer the desired points; polygon counts and vertex orders shift making textures untransferable.

You can specify that connection points in one pose are consistent in all poses: view the model un-previewed in the correct pose and press \C020202Tool>Morph Target>Store MT\C484848. As long as you don't add or subtract ZSpheres, or convert to magnets, the mesh vertices and textures remain consistent.

Note: Previewed meshes and un-previewed ZSpheres have separate morph targets.

Using \C020202Insert Local Mesh\C484848 and \C020202Insert Connector Mesh\C484848 controls, you can incorporate other 3D objects into portions of the ZSphere model.
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