Morph Animator

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Extended Use License
This item comes with our Extended Use Licensing. This means that you may use the model for both non-commercial and commercial purposes, in a variety of mediums and applications.
For full license terms, see our 3D Content Licensing Agreement
Item Details
| Vendor: | intenzo |
| Published: | Oct 11, 2026 |
| Download Size: | 147.9 KB |
| Software: | Daz Studio |
| Compatible Figures: | Genesis 8 Female Genesis 8.1 Male Genesis 9 Genesis 8 Male |
| dForce: | – |
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| Favorites: | 1 |
| Likes: | 3 |
| Views: | 228 |
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Morph Animator
RH Morph Animator carries mesh motion from Blender into Daz Studio. Bone animation stays in Daz. On top of it, the surface itself animates: vertices move, and the skeleton does not have to. This is how you animate a mesh inside Daz and play back a simulation that was computed in Blender.
A normal Daz morph stores one shape. This pair turns mesh motion into a sequence of morphs: one morph per frame, with a linear blend from frame to frame. The Daz timeline plays them together with the bone animation that is already there.
What you get
------------
Mesh animation in Daz. Breathing, pulsing, a wave across the surface, volume changing on the chest, belly, and hips, or any deformation that bones alone cannot build. The pose can stay still. The mesh is what moves.
Simulation transfer. In Blender the mesh can be driven by shape keys, modifiers, or a simulation: soft body, cloth, or any other vertex deformation. The add-on records how the surface differs from the bones and sends that difference to Daz as morphs. The bones in Daz stay as they are. The simulation arrives as its own layer on top of them.
One round trip. The figure and its bone animation leave Daz for Blender. The mesh motion comes back to Daz with keys already set.
How the loop works
------------------
1. Daz Studio. The RH Morph Animator plug-in.
Export FBX with Bones writes the figure's skin and skeleton together with the timeline animation. Resolution is taken at Base. Eyes, mouth, eyelashes, and other child nodes are left out.
Beside the FBX, the plug-in writes .rhbase and .rhmeta.json. They lock vertex order so the morphs land on the same mesh. If the figure already has a character shape dialed in, that shape is stored separately and is not baked into the animation.
2. Blender 4.0 through 5.5. The RH Morph Animator add-on, sidebar N → RH Morph.
Import FBX from Daz loads the figure with its skeleton. Use this button rather than Blender's generic FBX import, so the sidecar files are picked up.
Then animate the mesh on top of the bones. That can be hand-keyed shape keys, a modifier, or a simulation. The bones keep playing their own animation.
Bake Animation to Shape Keys turns the surface motion into shape keys. Deformation on Top of Bones Only records only how the mesh differs from the armature: shape keys, a simulation, or any other deformation. The bones themselves are not replaced.
Export RHMA Animation writes a .rhma file. The animation name becomes the morph group in Daz. The centimeter tolerance drops vertex deltas that are too small to keep.
3. Back in Daz Studio.
Import RHMA and Key Each Frame creates one morph per frame and sets the keys. One morph is active on each frame, and neighboring frames blend linearly. The figure's bone animation is left in place: the morphs add the mesh motion on top.
A later import can replace the previous RHMA morphs. The morphs are placed in the parameter group you choose.
Supported figures
-----------------
Genesis 8, Genesis 8.1, and Genesis 9. Genesis 8 and 8.1 share topology, so a file built for one of them also fits the other.
Remove geografts before export. The vertex count in the .rhma file has to match the figure in Daz, or the morphs will not line up. Export the character shape from the zero pose if you do not want bend correctives frozen into that shape.
The add-on installs on Blender 4.0-5.5. The plug-in is built for Daz Studio 4 and Daz Studio 6.
A normal Daz morph stores one shape. This pair turns mesh motion into a sequence of morphs: one morph per frame, with a linear blend from frame to frame. The Daz timeline plays them together with the bone animation that is already there.
What you get
------------
Mesh animation in Daz. Breathing, pulsing, a wave across the surface, volume changing on the chest, belly, and hips, or any deformation that bones alone cannot build. The pose can stay still. The mesh is what moves.
Simulation transfer. In Blender the mesh can be driven by shape keys, modifiers, or a simulation: soft body, cloth, or any other vertex deformation. The add-on records how the surface differs from the bones and sends that difference to Daz as morphs. The bones in Daz stay as they are. The simulation arrives as its own layer on top of them.
One round trip. The figure and its bone animation leave Daz for Blender. The mesh motion comes back to Daz with keys already set.
How the loop works
------------------
1. Daz Studio. The RH Morph Animator plug-in.
Export FBX with Bones writes the figure's skin and skeleton together with the timeline animation. Resolution is taken at Base. Eyes, mouth, eyelashes, and other child nodes are left out.
Beside the FBX, the plug-in writes .rhbase and .rhmeta.json. They lock vertex order so the morphs land on the same mesh. If the figure already has a character shape dialed in, that shape is stored separately and is not baked into the animation.
2. Blender 4.0 through 5.5. The RH Morph Animator add-on, sidebar N → RH Morph.
Import FBX from Daz loads the figure with its skeleton. Use this button rather than Blender's generic FBX import, so the sidecar files are picked up.
Then animate the mesh on top of the bones. That can be hand-keyed shape keys, a modifier, or a simulation. The bones keep playing their own animation.
Bake Animation to Shape Keys turns the surface motion into shape keys. Deformation on Top of Bones Only records only how the mesh differs from the armature: shape keys, a simulation, or any other deformation. The bones themselves are not replaced.
Export RHMA Animation writes a .rhma file. The animation name becomes the morph group in Daz. The centimeter tolerance drops vertex deltas that are too small to keep.
3. Back in Daz Studio.
Import RHMA and Key Each Frame creates one morph per frame and sets the keys. One morph is active on each frame, and neighboring frames blend linearly. The figure's bone animation is left in place: the morphs add the mesh motion on top.
A later import can replace the previous RHMA morphs. The morphs are placed in the parameter group you choose.
Supported figures
-----------------
Genesis 8, Genesis 8.1, and Genesis 9. Genesis 8 and 8.1 share topology, so a file built for one of them also fits the other.
Remove geografts before export. The vertex count in the .rhma file has to match the figure in Daz, or the morphs will not line up. Export the character shape from the zero pose if you do not want bend correctives frozen into that shape.
The add-on installs on Blender 4.0-5.5. The plug-in is built for Daz Studio 4 and Daz Studio 6.



















