A few months back I'd been wanting to try to move away from the other stuff I'd been doing for so long with LW and try to learn character animating. Very quickly I figured out I'd need to learn how to do smart skinning, and with 7.5 had learned the process of making corrective morphs for joints.
Now, with 8 that same process doesn't seem to be working for me. From what I can tell I'm doing it the exact same way I always did, but my problem is the morphs seem to get scrambled when applied in Layout. Rather than getting an a morph that bends into a nice looking elbow and bulge in the arm, I'm getting something that looks worse rather than better.
Here is what I've been doing:
Layout: Scrub timeline.
Layout: Bend arm X degrees and key arm.
Modeler: Set the elbow skelegon as the center pivot in.
Modeler: Select the whole lower arm up to that bone.
Modeler: Make a new morph.
Modeler: Rotate it the exact same rotation as in layout.
Modeler: Correct the shape.
Modeler: Get the same selection of as before.
Modeler: Rotate it the same amount of degrees back.
Layout: Open Morph Mixer and apply the morph.
From what I can remember what I have done
should be correct, but when I open morph mixer for a quick test of the morph I get nothing like what I should get. I remember this same process working in 7.5. Has anything changed in LW8 with the way it handles morphs?