editing geometry on one figure affects another?
I needed a pair of ears for character A (a gen 9 figure. Supposed to be a "beast man" - human face with wolf ears on top on head while human ears remain on side of head.) I figured the best way to do this was to add a second gen 9 figure (we'll call it B), add the Lycan 9 morph, and in the geometry editor, hide everything but the ears. Because the face and ears are one thing, this requires selecting everything but the ears, adding them to a new face group, and hiding that.
This works great for B, because I get want I wanted - just the ears. However. Whatever I do to B on a geometry level, it's reflected on A. Like:
I give B a new facegroup called "HIDE ME".
A ends up with a new facgroup called "HIDE ME"
How do I stop this

Comments
I think I've seen that happen before when deleting polygons using Geometry editor, but it only happened temporarily. I seem to remember that when I saved the scene, and the reloaded it, the deletions only impacted on the desired figure, rather than both. This might be similar to what you are doing with hide.
Do not use Face Group, use Selection Sets instead.
Whem you edit the geometry you are editing the underlying asset that is refrenced by all items using it, so all Genesis 9 characters in this case. There are two ways around this. One is to save as a new asset (File>Save As>Suport Assets>Figure/Prop Asset), which is usually fine for props and so on but can be a problem with figures since they will no longer have the correct metadata and will not "see" new content for the base figure. Another option is to implement the change in a way that can be cotnrolled at the figure level - for example you could use the Joint Editor to add a new bones, and then in the Tool settings pane select your HIDE ME group as its selection group (top-right); then you can switch the visibilities around on each figure using just the bone visibility setting.
this worked ty! If its a visual bug, its soooo annoying lol
It's not a visual thing, it is an architecture thing - assets like geometry and texture files are loaded only once, then referred to by anything that uses them. The final shape isn't the base geometry, it is the base geometry with modifiers applied to it (joints, dForms, morphs, simulations etc.) to get a final shape.