Morph Target Animation New [extra Quality]

With DirectStorage on PC and the I/O subsystems of PS5/Xbox Series X, morph targets no longer need to live entirely in VRAM. A cutscene can stream in 500 high-fidelity lip-sync targets on the fly, blending them instantly as the camera cuts.

Practical tip: provide animation tests (visemes, emotion cycles) and a checklist to validate combined skinning+morph behaviors for each character. morph target animation new

Delta Mush is a deformer that removes skinning artifacts by smoothing the deformation and adding back fine detail. Previously, this was a pre-bake or simulation-time operation. New tools allow artists to "bake Delta Mush to morph targets"—essentially generating a corrective morph for every frame of an animation clip. The resulting data can be compressed and played back as a sequence of morphs, giving skeletal deformation the quality of a sculpted frame-by-frame animation. With DirectStorage on PC and the I/O subsystems

When we think of 3D animation, the first image that usually comes to mind is a skeleton. We picture a rigged mesh with bones, joints, and inverse kinematics—a digital puppet. Delta Mush is a deformer that removes skinning

While faces are the most famous use case, morph targets are the only way to solve specific deformation problems:

Morph targets are no longer just for smiles and blinks. New workflows are applying them to complex secondary animations:

: Riggers can now move instantly between sculpting blend shapes, placing bones, or painting weights on a single skeletal mesh without switching modes or windows.