Hornet3d
Wise
Well, to be fair, everything is morphs in that it's some UI control that's interpreted by the software to apply mathematical transforms to vertices. Morphs are weighted vectors applied to a vertex. Bone are also weights but include 3 rotations, along with bulges (weighted vectors tangent to the each axis). Much more complex vector movement. No?
From a GUI standpoint, the control is a dial. I would think it matters more to the morph maker.
If blink is a bone with a dial that says open close or blink is a morph with a dial that says open close and it produces the deformation in the mesh the user expects, then they're the same. As far as the user is concerned. From the rigging side, way different.
For lefemme, I find her expression controls way non intuitive, lacing subtlty, and producing not very good results. Whereas, V4's decades of expression morphs are nicer results. Probably were brutal to make.
Great Info, as a user I am only aware of how easy or difficult it is to create realistic expressions but it is always good to know the reason why it differs from one figure to another.