Facial Controllers in 3ds Max Without Using Morpher

Published on January 06, 2026 | Translated from Spanish
3ds Max interface showing facial controllers with Helpers and vertex selection modifiers

Facial Controllers in 3ds Max Without Using Morpher

When we think about facial animation within 3ds Max, the first thing that usually comes to mind is the classic Morpher modifier. But if your idea is to avoid it and look for a more direct and flexible system, don't worry: there are more technical but equally valid alternatives for controlling those blessed vertices you want to move.

Methods for Moving Facial Vertices Without Morpher

The most controlled (and professional) option you have is to use Helper Controllers + Soft Selection Modifiers + Linked XForm or Attachment Controllers. Yes, it sounds like a technical tongue twister, but let me explain the logic in a more human way:

What you can do is create Helpers (Point Helpers) and then assign them as direct controllers for specific subsets of the facial mesh vertices using modifiers like Volume Select + Linked XForm. This way you can move, for example, just the eyebrows or lips by dragging a small controller in the viewport.

Now, by moving that Helper... your vertices will magically move! You can repeat this for each facial area you want to animate: lips, eyelids, cheeks, etc.

An Extra Touch: Wire Parameters or Light Scripting

If you want to get more detailed (and have some patience), you can even connect multiple helpers to each other using Wire Parameters, which will allow you to create custom sliders or even a small facial control panel within the scene.

Do you know why many end up going back to Morpher after trying this? Because after creating 30 helpers, 15 Linked XForms, and a couple of Wire Parameters you realize that... well... maybe the Morpher wasn't so bad after all. But at least you tried! 😄