[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)
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.
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:
[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.
[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.
[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.
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.