I am setting up a character customization system. I decided to go for a two part character where the head and the body are two separate meshes that use the same skeleton. I am using Poser characters with reduced polygon count which I route through 3DS to set up the morph channels. So far most everything works fine.
The body and the head have a separation borderline which, in the unmorphed state, is invisible. When I apply morphs to the body and the face, there can be a visible gap between the two, which I expected and which I would be willing to live with if there is no solution. However it would be nice, if I could somehow “weld” the vertices of the body and the head which are on the same location in the unmorphed state together. Of course they are two different meshes and I can’t just “make the vertices one”, but perhaps there is a way to achieve this, perhaps by combining two meshes into one at runtime or so?
Thanks for any idea.