All I can say is Yikes! No wonder no one has made the 3d coat applink.
And since Daz most likely will not address the shortcomings of the SDK in functionality and documentation this is a futile wish.
Thanks for taking the time to explain.
In Carrara, morphs are handled by a two-layer system of “Morph Area” and “Morph Target”. For native figures, it is pretty straightforward - you usually only bother with one area.
For poser figures, there is one morph area for each rigging group, and then targets under that. The first trouble is splitting the newly imported morph up into the groups: getting the loop to work properly, handling name collisions, handling welded vs. unwelded groups, and dodging around alternate geometry all get fun.
Another trouble is that your new morph won’t show up in the tree view. The sliders there are not directly tied to the “real” morph targets, but the linkage is not documented or exposed to the API - this would need to be fixed.
A third problem is that Carrara only adds the morph area if the item’s CR2 file actually had morphs. If you load a shirt, for instance, that has no morphs, it will have no morph areas. If there are no areas, you can’t create a target. I don’t know what magic is required to get CreateMorphArea to do its thing, but I can’t get it to work on a poser figure. I think it might tie in to the previous issue as well - there is some behind-the-scenes magic going on that just isn’t in the SDK.
And I already mentioned that the UV functions in the SDK do not work on Poser figures as far as I can tell.