First here's my question, and then the why incase that helps you understand. I want to know when you create a morph, how you can set it to be in one of the sub categories such as Head, Nose, or a custom one. Here's an example of some of Dawns morphs incase I'm not making sense. There are all the default subcategories, then since I have the faces of Africa set, I've also loaded in those which appear under VW_Africa_Morphs. So for people who create morphs, how do you get them to show up where you want on a character? Here's the why. When working with m4 and v4 I usually use Shaderworks Advanced Figure Randomizer and play with it till I get a figure I like, then I usually tweak things a bit more. But because of how Dawn's morphs are laid out (which I think is much better from a human understandable point of view) her expressions get randomized along with her facial characteristics, and you have to get rid of the goofy expression before you can really tell what the figure looks like. So I want to write my own script for Dawn/Dusk etc that will randomize morphs, without effecting controls. If I can figure out how that structure is created, I should be able to do it easily. I already made a simple script to show me the internal names on all of Dawn's morphs and I can see that many of them do have some of that info built into there name like: head:2 PHMLipsHeight head:2 CTRLHeadNeckBend head:2 SCLHeadScale and head:2 VW_Lips_PushR Which means there's already a way for me to do this without having access to the full 'tree' of how poses are laid out. But. . . If I could access that structure, then I could also make a posing script for Harry so that you could set his mane, tail, and fetlocks to blow the same way in the wind, or have the hair go one way if he's rearing up, and another way if he's standing normally. And that would be cool.