Mesh Morpher

Mesh Morpher 1.2.3 is Live! (06/15/2020)

  • [MM-14] Fixed a bug where Mesh Morpher couldn’t be packaged while MultiTask Pro plugin is installed (runtime)
  • [MM-15] Fixed a bug where Preview Scene didn’t re-apply Wireframe Settings when Skeletal Mesh is saved (editor)
  • [MM-16] Updated Sculpt Material to be more visible and Brush Material. They’re now in Plugin’s Content folder allowing users to customize them (editor)
  • [MM-17] You can now disable/enable Brush Indicator (editor)
  • [MM-18] You can now disable/enable Brush Sphere Mesh (editor)
  • [MM-20] Implemented Mesh Morpher Settings in Editor Preferences (editor)

Mesh Morpher 1.2.4 is Live! (06/18/2020)

  • [MM-21] Improved Tool Widget
  • [MM-22] Implemented Symmetric/Mirrored Editing (Video)
  • [MM-23] Removed Brush Types: Sculpt (viewpoint) and Plane (viewpoint)
  • [MM-24] Fixed a bug where changing Indicator Thickness didn’t apply to the outer circle of the Brush Indicator

Mesh Morpher 1.2.5 is Live! (06/21/2020)

  • [MM-25] Fixed a bug where copying a morph target to an identical target mesh as the source mesh wouldn’t generate any valid data (editor)
  • [MM-26] Implemented the ability to import Standalone Morph Targets (editor) (Video)
  • [MM-27] Improved Copy/Import Morph Target algorithm (editor) (Video)
  • [MM-28] Fixed a bug where Mesh Morpher didn’t display icons when “Use Smal Tool bar icons” was selected in Editor Preferences. (editor)

Mesh Morpher 1.2.6 is Live!

  • [MM-29] Fixed a bug that prevented packaging with Mesh Morpher enabled

These are some major things I want to get implemented in Mesh Morpher in the near(or not so near) future:

  • Ability to change the pose of the selected skeletal mesh in Mesh Morpher (done)
  • Face detection and building face regions to allow morphing facial characteristics (chin, nose, eyes, eyebrows etc) easier.

Mesh Morpher 1.2.7 is Live!

  • [MM-30] Enabled Morph Target multi-selection
  • [MM-31] Implemented the ability to delete multiple Morph Targets at once
  • [MM-32] Implemented the ability to copy multiple Morph Targets at once
  • Improved Morph Targets merging
  • Several code optimizations

Mesh Morpher 1.2.8 is Live!

  • [MM-33] Fixed a bug that didn’t allow Morph Target renaming to complete until Skeletal Mesh was saved.

Mesh Morpher 1.2.9 is Live!

  • [MM-34] Fixed a possible bug that could crash Mesh Morpher when applying a Morph Target to a Mesh Description (editor)
  • [MM-35] Improved getting Morph Target deltas between Original and Changed Mesh Descriptions (editor)
  • [MM-36] Slightly increased the speed of Copy Morph Target and Import Morph Target (editor)

Mesh Morpher 1.3.0 is Live!

  • [MM-37] Implemented the ability to search Morph Targets
  • [MM-38] Implemented the ability to set a Pose using a given frame in an Animation Sequence
  • Code cleanup

Unreal Engine Mesh Morpher 1.3.0 - Change Pose - YouTube

Does it feature copying morph targets between meshes at runtime? For example applying body fat of a human to a shirt to make it fit.

Not yet, it will be available during runtime as well but only after further investigation. It’s kind of heavy task, even though it’s going to be multi-threaded like the current baking.

Mesh Morpher 1.3.1 is Live! (07/31/2020)

  • [MM-39] Fixed a bug that didn’t allow Morph Targets List to be updated after importing a Standalone Morph Target
  • Extra-optimization for Copying/Importing Morph Targets functionality

Mesh Morpher 1.3.2 is Live!

  • [MM-40] Implemented Reference Skeletal Mesh functionality which allows you to add a Skeletal Mesh to the Preview Scene (Video)

I’ve reached a milestone integrating Face Mocap into Mesh Morpher. This is still an experiment and i have no idea if or when will be available in the public version.

How does it work?

I’m capturing webcam input (in my case, video stream sent from my phone as a webcam).
The stream gets processed using OpenCV : resizing, setting up grayscale and equalizing histogram on the result.
I’m using dlib to identify faces and find face landmarks. Landmark points are used to create Delaunay triangulation (blue lines on the screen).
Then the results gets written to texture.

What`s next?

Well, the hardest part. We need to identify face landmarks on the 3D mesh model we want to create morph targets for.
I think these landmarks points should be manually configured as it should be a one-time task and allows for extra precision.
Using those points we create the Delaunay triangulation.
Here comes the fun part. I’m going to grab a delta for each triangle generated by the landmark points: Before and After.
If delta exceeds a certain threshold then the corresponding triangle in the 3D Delaunay triangle data will apply it.
From here we just need to identify the vertices on the mesh that are intersecting with the closest triangle and apply the delta.

Sounds a bit crazy, but I think this will work.

There are some extra things to finish as of right now:

  • Calibration
  • Improve Speed
  • Improve precision

(much more)

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Mesh Morpher 1.3.3 is Live! (08/23/2020)

  • [MM-41] Implemented Restore Brush which allows you to revert back to original mesh in certain areas. (editor) (Video)
  • [MM-42] Fixed a bug where Brush Indicator would crash due to NaN. (editor)
  • [MM-43] Re-organized Tool panel. (editor)

Mesh Morpher 1.3.4 is Live! (09/03/2020)

  • [MM-44] Implemented Transform Tool which allows you to scale, move and rotate a morph target (editor) (*Please note that rotating a Morph Target invalidates its symmetry.) *(Video)](https://youtu.be/GV_MwgGvNEI)
  • [MM-45] Smooth Tool now has 3 types of smoothing that can be applied (Uniform, Mean Value and Cotan) (editor)

Tool System has been cleaned further more.
Brushes are now called tools. This change is a first step into the refactoring of Tool System that will allow building tools using blueprints.
This refactoring will take some time, I’m not rushing into it. The system is kind of complex and it requires a huge amount of work.

**Mesh Morpher 1.3.5 is Live! **(09/04/2020)

  • [MM-46] Fixed a bug with Baking. Bug occurred when iterating over each section vertexes and in certain cases wouldn’t correctly iterate through the end.

I’ve made a tutorial that’s showing how to copy Face Morph Targets from Kite Boy to any of your meshes.

The kite boy head is from Epic’s AR demo.

This tutorial uses the following Mesh Morpher tools:

  • Transform Tool
  • Bake Morph Target
  • Copy Morph Target to another Mesh

The result gets much better once you align the meshes as much as possible.

Mesh Morpher 1.3.6 is Live! (09/07/2020)

  • [MM-47] Implemented parallelism in Mesh Operations which increased the speed for all functions (Copy Morph Target, Import Morph Target, Apply Morph Targets, Bake etc.)
  • [MM-48] Fixed and improved Normals for Baked Morph Targets.
  • [MM-49] Fixed a bug with Transform Tool which would crash the engine when undo-ing while no Morph Target is selected.
  • [MM-50] Removed ApplySpeed from Transform Tool.

Dev Update:

  • Mesh Morpher Lite is now Free. This will allow people to test out before buying the Full version.
  • Starting October 1st, Mesh Morpher will have its price increased. There’s been a lot of work involved in Mesh Morpher and I believe it’s only fair to increase its price. Current users will not be affected by this change.