Multi Delta Mush
Is Multi Delta Mush only for characters, or can it work with simulations and other animated meshes?
It is designed with character deformation in mind, but it can also work on other animated or simulated meshes as long as the mesh topology stays constant. The source, bind, and sample meshes must keep the same vertex count and vertex order.
Do my bind and corrective meshes need matching topology?
Yes. The source, bind, and corrective sample meshes must have the same vertex count, vertex order, and topology. The add-on does not automatically retopologize or match different meshes.