OK - that makes it a lot simpler.
Not sure how you have this set up, so just to test, I made a quick mock-up in Hex and sent it to Studio. Saved it as a Daz scene and closed Hex. Sent it back to Hex via the bridge. In Hex, I selected each chevron separately by selecting a face and added to the selection by holding Shift and hitting the + on the numpad until all faces selected. Moved to the centre of the ring. Repeated for the rest of the chevrons and sent it back to Studio. In my model I had the whole lot as one mesh, although not physically joined.
If you have yours as each chevron being a separate mesh, you can simply select each and move into position.
In Studio you get an option to save the morph - did that. Have the morph set to zero at the start of the time-line and at 100% at the end. Works fine.
I don’t know much about Studio’s materials, so can’t say whether animating shaders is an option - this can be done in Carrara. Hopefully someone who knows more can jump in and help - or ask for help in the Studio forum.
Good luck with the project
Thankyou very much for the help.
I used a different approach, each chevron is actually the front and the back pieces as a single .obj file with the piviot point in the center.
I was able to select the chevron within hex as a object and move it into the position needed.
Excellent use of hexagon and creating morphs, however it shows hexagon bridge within the parm is there a way to change this ?
I wonder could i create a new version of each chevron but with a new texture and load this as a morph and not use the bridge tool, just an idea ?
Again thankyou very much for your help