Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So if there is no magic plugin for the task, I would go this way: copy the model with shape keys and, by using vertex snapping, manually model base shape of this copy to the target shape. This way you, in theory, should get your new base shape but with shape keys you want. But only theoretically
Also shrinkwrap can be an useful starting point for manual tuning - it has mode when it snaps vertices to vertices. But not in this case cuz you cannot apply a modifier (write modifier's effect to geometry) when you have shape keys.
So it is either I do something wrong or shape keys in Blender are really very basic and awkward to use.
the only workaround i could think of right now is to adjust the armatuer of human in edit mode to match werewolf head and hope the poselibrarys from human armatuers translate properly on were wolf head..