#2
23rd Jan 2017 at 10:08 AM
Posts: 18,336
Thanks: 48386 in 159 Posts
37 Achievements
View My Journal
As far as I know you can't have different mapping for morphs. Generally speaking, a morph isn't a separate mesh; it's a set of instructions that the game runs on the original mesh, e.g. move vertex 1 0.03 in X, vertex 2 0.5 in Y. So the map for the morph isn't used.
What you can do is create a plane in your mesh which is hidden in the full state, which is mapped to your bitten texture. Then for the morph, leave the plane where it is and move the vertices which would normally cover it behind that plane, revealing the plane with its bitten texture.
Make sure, when you do this, that you're not duplicating vertices on top of one another, as this can mess up your morph.
What I lack in decorum, I make up for with an absence of tact.