PMX Blendshape Morphs
PMX models ship with a list of named morphs (blendshapes) that the model author defined — facial expressions, mouth shapes, outfit toggles, body adjustments. The Morph List in DanceXR is where you browse and apply them.
The Morph List appears in the actor menu of any loaded PMX model. XPS models use the Dressing system instead.
What a morph is
A morph is a stored deformation of the model — vertex positions, bone offsets, material parameters, or sub-mesh visibility — that can be blended in or out by a 0–1 value. PMX models commonly include:
- Facial morphs — happy, angry, sad, surprised, eye open/close, mouth shapes (a/i/u/e/o)
- Bone morphs — small skeleton tweaks
- Material morphs — color or transparency shifts (used by the dressing system)
- Vertex morphs — direct mesh deformation
- Group morphs — combinations of the above
DanceXR reads these directly from the PMX file; you do not author them in DanceXR.
Using the morph list
- Open the actor menu (click the actor’s selection disc).
- Find the Morph List entry near the bottom of the menu.
- Each morph is shown with its name and a slider 0 to 1.
- Drag the slider to apply the morph; release to leave it at that value.
Morphs stay applied until you change them or reload the model. Some morphs (like facial expressions) will be overridden by Facial control and Blink, breathing & eye contact when those are active.
Tips
- Morph names depend on the author. Japanese model authors usually name facial morphs in Japanese (まばたき, あ, い…). English models often use English names.
- Material morphs showing up here are typically the same ones surfaced by the Dressing system; applying from either place has the same effect.
- For PMX models with hundreds of morphs, scroll or use the search box to find the morph you want.