A while back (I think when CC characters were at CC2) I made a bunch of CC Amputation morphs allowing characters to have missing hands, feet, limbs and so on. Since a morph cannot remove parts of the mesh, the morphs work by gathering all of the mesh vertices, for the removed part, to a single point and hiding it in the adjacent body part (that has not been removed). Typically these morphs are easier to use than opacity maps and they ensure that the cut has a surface as opposed to being an open mesh if an opacity map was used.
As far as I know, when the morphs were applied to a CC2 character, they worked fine. When CC3 came around the morphs seem to have automatically adjusted to CC3 characters and they seem to work fine except for a issue with the foot and leg morphs. It appears that when the morphs were use with CC2 characters the floor remained the same. So when one leg was removed the character still stood on the other leg. However, with CC3 characters the floor seems to get adjusted and the character seem to crumple to the floor. This is undesirable since the character may use crutches or similar to still allow semi-regular movement.
Can someone tell me how I can avoid this, so that I can pass the information on to my customers?
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts"
Bowser and Blue, Busting The Breast