[MM-155] Implemented a notification Dialog Box for 4.27 (and above) when using Enable/Disable Build Mesh Data. This functionality breaks Meta Human Heads in 4.27 and users are informed about it.
[MM-156] Implemented OBJ Exporter.
[MM-157] Improved OBJ Importer
[MM-158] Create Morph Target from OBJ Files now displays a text with coordinates system used by Mesh Morpher
[MM-167] Implemented the ability to save changes to selected Mask Selection and not always create a new asset.
[MM-168] Implemented Meta Morph asset type. Meta Morphs allow users to embed Morph Targets from OBJ files so they can easily be transferred between projects.
[MM-169] Implemented âCreate Morph Target(s) From Meta Morphâ contextual menu for USkeletalMesh and UMetaMorph in content browser.
[MM-172] Fixed a bug where exporting a selected Morph Target would crash if the Morph Target is not open
[MM-173] Default Threshold when applying Welded Deltas to Identical Mesh has been changed to 0.0001. This will allow more accurate results in certain cases.
[MM-184] Fixed a bug in Restore Tool where undoing would set the vertices to the position in Original Mesh Component instead of their previous position
[MM-189] Implemented the ability to focus camera at cursor position. (Default shortcut is F)
[MM-196] Fixed a bug where shortcuts would get triggered even when Mesh Morpher is not focused.
[MM-201] Fixed a possible bug in Create Morph Target/Meta Morph from OBJ Files where not deselecting an OBJ would reapply the transform over and over when pressing OK.
[MM-202] Fixed a bug where keyboard shortcuts would be triggered even when editable text widgets are focused.
I really donât understand how to use this software. Instead of increasing the functions that everyone canât understand, itâs better to spend some time on making tutorials. At present, there is really no tutorial that can meet the needs of novices
I just want to wear the clothes on my naked character after deformation, but after many experiments, I really canât use this software. After the deformed clothes are set in the blueprint, the second deformation becomes very strange. If you canât assemble a dress to a naked character, how can you do it? Can you use this software to make suitable clothes?
[MM-176] Transform Gizmo in Transform Tool now allows Scaling
[MM-177] Convert float to double precision. This allows for higher quality Morph Targets when working with Mesh Morpher. However, UEâs deltas are still floats.
[MM-178] Indicator now is drawn in Mesh Component Scene Proxy
[MM-182] Convert Tools to UMG Widgets
[MM-185] Fixed a bug in UMeshMorpherToolHelper::GetNormalizedLength
[MM-186] Implemented the ability to get the bounds of mask selection in UMeshMorpherMeshComponent
[MM-207] Removed UStandaloneMorphTarget. UMetaMorph will take its place
[MM-208] Removed the ability to bake morph targets at runtime. This was an experimental feature and it failed to perform in UE5. As soon as I find a replacement I will implement it
[MM-209] Fixed a bug where on baking morph targets the Normals would be broken when Virtual Shadow Mapping is selected.
[MM-211] Implemented the ability to select boundary vertices
[MM-212] Implemented the possibility to create Morph Targets from FBX files. See notes.
[MM-213] Cleared files from unnecessary includes.
[MM-214] Fixed a bug where OBJ importer wouldnât process quad meshes correctly
[MM-216] Implemented RebuildTangentBasis in baking Morph Targets to Skeletal mesh. Hopefully this will generate more consistent baking results.
Note:
Creating Morph Targets from FBX files has been implemented to remove the need to import the FBX files in the engine first, which is causing vertices count/order inconsistencies by getting the meshes optimized by the Engine.
Mesh Morpher is only attempting to get the highest vertex count LOD(LOD0) when importing FBX files.
This has been tested with FBX files exported from UE, Maya and Blender.
This functionality is still experimental so please donât hesitate to report back with issues and suggestions.