@SecretAnorak Not so much of the Reallusion morphs update the bones. So, as long as the user is informed which morphs are bone transforming, all should be fine.
This basic functionality present in most character creator tools but not in one that costs and arm and a leg to buy is a major disappointment. Please add the ability to export a range of morphs so I can allow the player to customise their character
well at last could be good if they could provide some answer about how complicated(hard work) or impossible it can be to do, because at last we can know if it's possible or no, because currently i'm using CC3 in my game project and have that possibility enable a very cool character customization system with much less time to waste, and the more automatized somethings can be more we can focus on work on game mechanics and level design.
It is possible to manually export base meshes and manually add them as morphs in most tools. Since the vertex order doesn't change, you can use tools like Blender's "Add as Shapekey" to add a new mesh as an additional morph. This is tedious, but works great for most facial morphs, however, you need to be very selective when it comes to body morphs. Any additional morph which changes the position of the character's bones (such as CC3_Male) will cause huge problems when animating your character, in fact most of the CC3 full body morphs move the bones in some way so you'll find problems like finger bones no longer sitting inside the mesh when you use the method described above. This is probably why exporting morphs is a tougher proposition in CC3. If you look at DAZ, their morphs tend to simply deform the mesh around a fixed skeleton so avoid any of the above problems.