Use this procedure to append the Female, Male or Child Base Mesh to the Body Rig/Body & Face Rig, or the Head Base Meshes to the Face Rig. For age morphing, select the "Age" blend file, not the "Child" variant when appending.
Important: Ensure you've downloaded the current versions before proceeding.
With the rig loaded, append the "Body" collection from the base mesh that is to be appended
Shift-select the original Body object
In the Shape Keys Specials menu, select Join as Shapes.
"Body.001" should now appear in the Shape Keys list, and you can delete the appended items.
Select the Body object, and select the relevant "Body" shape key (e.g. Body Age). If you appended a Male or Female mesh, select the "Body Female" shape key.
Enter Edit mode and select all (A)
Press Ctrl-V and select Blend From Shape
In the Operator panel (bottom left), select "Body.001". If you appended a Male mesh, set the Blend Factor to -1.0 (leave it at 1.0 for Female)
Exit Edit mode and remove the Body.001 shape key.
You can now manipulate the new shape key by moving or rotating its respective control.
Use this procedure to append the African, Asian and European Base Meshes to the full-body rigs. If you have the full-body Male, Female or Child Base Mesh, append it as per the instructions above before proceeding.
Important: Ensure you've downloaded the current versions before proceeding.
With the Body Rig loaded, select the Body object
Enter Edit Mode and select all the head and neck vertices down to the red seam line
Press P to open the Separate panel, and click on Selection to make the head a separate object
Exit Edit Mode and Append a Race Object (select "Body")
Shift-select Body.001 and in the Shape Keys Specials menu select Join as Shapes
Delete the appended head
Select the original head object
Select the shape key named Body (followed by the name of the appended race)
Enter Edit Mode and select all
Open the Vertex Menu "Ctrl V" and select Blend From Shape
In the Operator Panel (bottom left), select the appended shape key (e.g. Body.002) and exit Edit mode
Repeat steps 4-12 to append any additional races before continuing
With the head selected, shift-select the Body object and press Ctrl J to Join them
Enter Edit mode and Select All
Right click and Merge Vertices By Distance (add an extra '0' in the Merge Distance field, so it reads 0.00001)
Exit Edit Mode and remove the appended shape key(s).
You can now manipulate the new shape key(s) by moving/rotating the respective control(s).
Use this procedure for appending and mixing the gender and race Head Base Meshes. To add the Child Head Base Mesh, refer to the Child to Adult Base Mesh Morphing Procedure below.
Important: Ensure you've downloaded the current versions before proceeding
GENDERS
Load the Male Base Mesh or Male Head Base Mesh
Append the Female Head Base Mesh "Body" object
Shift-select the Male object
Add a new Shape Key, and in the Shape Key Specials menu select Join as Shapes
Delete the Female object
Select the Male, and with the Basis shape key selected enter Edit Mode and select all (A)
Press Ctrl-V and select Blend from Shape
In the Operator Panel (bottom left), select "Body.001", and set the Blend Amount to 0.5
Exit Edit mode
Select the Body.001 shape key, and set the Shape Key Slider Range to Min -0.5 and Max 0.5.
RACES
Append an African, Asian or European Head Base Mesh object
Shift-select the original Object
In the Shape Key Specials menu select Join as Shapes
Delete the appended object
Repeat steps 11-14 for additional races
Name the Shape Keys, and use their sliders to adjust the race and gender amounts
Use this procedure for creating a linear transition from the Child Base Mesh to the Male or Female Base Mesh, or the Child Head Base Mesh to any of the Head Base Meshes. Note that this is less accurate than using one of the rigs, as it doesn't account for proportional changes throughout the "growth".
Important: Ensure you've downloaded the current versions before proceeding
Load the Male or Female Base Mesh or Head Base Mesh
Apply the Armature modifier
Append the Child Base Mesh (or Head Base Mesh) (select Child, not Age), and in the Objects folder select Body, Eye L and Eye R
Shift-select original mesh and add a shape key
In the Shape Keys Specials menu, select Join as Shapes.
Delete the Child mesh (Body.001)
Go to frame 25 in the Timeline and keyframe the Body.001 shape key
Keyframe the adult eyeballs (Eye L and Eye R)
Move to frame 4
Set the Body.001 shape key value to 1.0 and keyframe it
Select the Child eyeballs (Eye L.001 and Eye R.001) and copy their Location, Rotation and Scale values to Eye L and Eye R
Keyframe Eye L and Eye R, and delete Eye L.001 and Eye R.001
Now you can scrub through the keyframes to get a linear morph, with eyes remaining in place.
Use this procedure for appending the Teeth & Tongue Rig to the Body Rig. Note that this does not enable jaw articulation on the body.
Important: Ensure you've downloaded the current versions before proceeding
Load Body Rig.
Show the Deformers bone collection.
Append the Teeth & Tongue collection.
Select the Jaw Proportions bone and parent it to the Head Bone.
Hide the Deformers bone collection.
Hide the Bone Shapes collection
Open the Drivers Editor and select the Teeth Lower object.
Select the first channel and in the Object field in the Drivers tab, change Armature Teeth & Tongue to Armature.
Do the same for the other channels.
Repeat steps 6 and 7 for the Teeth Upper and Tongue objects.
To apply textures and shaders, follow the directions on the relevant Documentation pages.