You can separate them if you want, but I'm keeping it as one welded object.
The modifier stack looks like this: Skin has to be on top in the modifier stack, to override the pose. If Skin is below morpher, when you change a morph target, the entire body will morph back to the Rigging pose.
Morph targets should be created before skinning, but you can add them later, working backwards is Okay.
Skin
Morpher
EditPoly
I'm using a separate set of UVs for the head and body, because I want the head to look better in a close up. It's two UV sets, not two separate meshes.
One UV set for the head will allow it to take up a larger area, so it can use more pixels giving it a higher texture resolution.
The modifier stack looks like this: Skin has to be on top in the modifier stack, to override the pose. If Skin is below morpher, when you change a morph target, the entire body will morph back to the Rigging pose.
Morph targets should be created before skinning, but you can add them later, working backwards is Okay.
Skin
Morpher
EditPoly
I'm using a separate set of UVs for the head and body, because I want the head to look better in a close up. It's two UV sets, not two separate meshes.
One UV set for the head will allow it to take up a larger area, so it can use more pixels giving it a higher texture resolution.