Athian Games - Morph Builder — Sculpt, Conform & Blend Morph Targets

Author skeletal mesh morph targets directly in Unreal Editor. Sculpt new shapes, fit reference meshes, isolate a region with a painted mask, and blend a reusable library of named morphs.

Morph Builder keeps editable authoring data in a dedicated asset. When you are happy with the result, Apply writes native morph targets to the source skeletal mesh. Drive those saved targets with Unreal's Set Morph Target node or animation curves in your own character systems.

Shape your character

  • Eleven sculpt brushes: Move, Grab, Elastic Grab, Draw, Smooth, Inflate, Pinch, Flatten, Relax, Crease and Clay, with radius, strength, falloff and mirror controls.

  • Static and skeletal references: use spatial vertex matching, compatible UV layouts, or manual landmark correspondence.

  • Landmarks and Conform: pair matching features, align the reference, and fit its surface to the source while retaining the source mesh's topology, UVs, rig and materials.

  • Partial morphs: paint and invert masks, feather their boundaries, and fit a masked region in place to build localized variations.

  • Editable morph library: add, select, rename and delete authoring entries; enable and blend preview weights; apply selected targets or a batch.

  • Persistent mesh output: save named targets into the skeletal mesh's source data, with geometry validation and undo/redo. Remove a named mesh target while keeping its editable authoring data and unrelated morphs.

  • Original study assets: an independent showcase level, skeletal study mesh and skeleton, editable Broad/Tall morph data and animation.

Technical details

  • Unreal Engine: separate 5.8 and 5.7 plugin packages.

  • Validation platform: Windows 64-bit.

  • Module: MorphBuilder (Editor).

  • Source: included.

  • Engine dependency: ProceduralMeshComponent.

  • Runtime: saved targets use native Unreal skeletal-mesh morph APIs. The MorphBuilder authoring module is editor-only.

  • Included study level: /MorphBuilder/Examples/Maps/L_MorphBuilder_Showcase.

  • Included original assets: one study skeletal mesh, skeleton, editable data asset, animation and showcase map.

  • Work on one source mesh and selected LOD per authoring asset. Other LODs require their own reviewed morph data.

  • Source skeletal meshes need editable source geometry. Reimporting or changing topology can invalidate authored deltas.

  • Fitting results depend on the source, reference alignment, UV correspondence or landmark placement; inspect difficult regions before applying.

The characters, skins and runtime customization interfaces shown in the promotional media demonstrate example workflows. They are separate from the plugin's included Morph Study assets. Conform changes the source shape; it does not transfer reference textures, create topology or retarget a skeleton.

Resources

Trailer · Documentation · Discord Support · Product Page