
Grab your character and Rotate the problem joint, keep note of the min and max values of the axis you’re dealing with.
I’m working with the lower arm bone, and the heading axis.

You can see the elbow lost a lot of volume, and I’d like to pump up this guys bicep a bit when the arm is flexed like this.
Again, mark down the max values...

Select the object and run the save endomorph command in layout, name the bent pose "bent"

Save your object (this saves the new endomorph to the object file)

Load your object into modeler, set the bent morphmap active

Use the copy map command on the map tab to copy your bent map (this is so you can have 2 copies, one to edit)
(The other to subtract the rotation) Name the map something sensible

Correct the deformation with modeling tools, dragnet is a favorite of mine. Notice my character has a nicer elbow now.

Now strip the rotation off of our map by using the apply morph command. Select the "bent" morph and use a value of ?00.

Now our bicep morph is ready to go. Save your object and head back to layout

For simple corrective morphs use Layout’s deformation plugin "Jointmorph". If your joint needs IK on it Jointmorph will not work without baking the IK keys.
You may want to search around and find a free plugin called "MorphDriverCF". It’s a channel modifier for the graph editor and will work with IK.

Make sure the proper axis is using the proper morph

Uncheck the axis you don’t need and set up the morph values you took note of earlier.
Two things to keep in mind here, you maybe have to switch the max/min values of the rotation is negative. (Like my example here) and you will probably also have to pad the values a bit to keep it from hitting the 0 and 100 mark.

All ready to go, nice bicep and elbow

And now the morph is at 0, the arm looks just like how I modeled it at the rest pose.
There you go. Easy corrective morphing in Lightwave 7.5
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