I got the first working test with blueprint custom tools in Mesh Morpher. Users will be able to create and modify their own tools using blueprints.
I’m working hard to allow full customization of tools without any restriction.
There’s still some work that needs to be done: Re-implementing Brush Indicators/Transform Gizmo etc., porting all existing tools from C++ to blueprints (currently just Move has been ported), some additional helper functions and keeping everything as optimized as possible.
Hi Yaki, do you have a guide on how to use morphs for morph sliders in blueprints? #CharacterCreation
Also, is there an ETA for, *copying morph targets between meshes at runtime. *This is for customized character meshes (created on character creation screen), and adjustment of cloths at runtime depending on target morphology.
[MM-51] Greatly improved internal mesh conversion system. The system now generates a welded mesh description along with an identical mesh description. This improvement allows tools like Smooth and Inflate to not produce cracks anymore.
[MM-52] Implemented the ability to create a Morph Target from selected Pose (Video)
[MM-53] New tool system has been implemented. Existing tools have been converted from C++ to Blueprints. New tools or existing tools can be created or modified at will from within editor.
[MM-54] Implemented a progress bar dialog on applying changes to selected Morph target.
[MM-55] Implemented a progress bar dialog on applying Morph Target to mesh.
[MM-56] *UMeshMorpherMeshComponent *used by Mesh Morpher now has all functionality exposed to blueprints.
[MM-61] Export Morph target to Static Mesh now exports a welded mesh description.
[MM-57] Fixed a bug that was crashing the editor when *GenerateMeshDistanceFields *was enabled.
[MM-58] Fixed a bug with Indicator Gizmo that would crash the editor when shutting down.
[MM-59] Fixed a bug with Transform Gizmo that would crash the editor in certain cases when invalid pointer to a queued change was encountered.
[MM-60] Fixed a bug in Pose selector that didn’t update the mesh in Preview window when clearing the selected Animation asset.
Various code cleanups and optimizations.
Mesh Morpher Blueprint Tools are in early stage. There’s still a lot of functionality to add to them. If you update to this version please keep that in mind.
The only documentation available for now for Mesh Morpher Blueprint Tools consists of the existing tools. If you create a tool and want it to be included in Mesh Morpher(with credits) send it to support@meshmorpher.com along with some details about the tool and the creator.
[MM-67] Implemented the ability to configure Symmetry axis.
[MM-68] Clicking on Mesh Morpher icon in toolbar when skeletal meshes are selected in Content Browser automatically opens them in Mesh Morpher.
[MM-69] When copying a single Morph Target to another mesh will automatically fill the New Morph Target name with the name of the source Morph Target.
[MM-70] When copying Morph Targets, target mesh will be auto-filled with the most recent selection.
[MM-71] Selecting a Morph Target in Morph Target List doesn’t automatically open it anymore. You’ll have to double-click it or select Open Selected Morph Target from context menu(right click) or Edit menu.
[MM-90] Clear Import Data has been renamed to Clear Morph Target Import Data and removes just the Morph Targets from Import Data thus preventing them to be restored to original imported state, when modified or removed. (4.26 only)
[MM-96] Transform tool no longer uses Original Mesh vertice positions. There are still some improvements required but the tool can be used properly right now.