Mesh Morpher

Mesh Morpher 1.7.4 is Live! (11/02/2021)

  • [MM-150] Fixed a bug where Mesh Morpher would crash on Engine shutdown due to actor cleanup.
  • [MM-151] Load Selection button has been removed. Now the selection is changed automatically when a selection asset is selected.
  • [MM-152] Implemented the ability to scale/mirror OBJ files when Creating Morph Target from OBJ Files.
  • [MM-153] Removed Invert Morph Target menu option as this can be achieved by Set Magnitude.

Mesh Morpher 1.7.5 is Live! (11/09/2021)

  • [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

Mesh Morpher 1.7.6 is Live! (11/11/2021)

  • [MM-159] Implemented the ability to save Mask Selections to OBJ files. Inverting the selection will save all but the selected triangles.
  • [MM-160] Added a progress bar to Export Mesh to OBJ functionality

Mesh Morpher 1.7.7 is Live! (11/28/2021)

  • [MM-161] Create Morph Target from OBJ files now just checks for vertex count between base and morphed OBJ files instead of full topology check.
  • [MM-162] Fixed a bug where Transform Tool didn’t work with Inverted Mask Selection.
  • [MM-163] Copy Morph Target now only checks if vertex count is equal in source and target mesh instead of full topology check.
  • [MM-164] Import Morph Target now only checks if vertex count is equal in source and target mesh instead of full topology check.
  • [MM-165] Create Morph Target From Mesh now only checks if vertex count is equal in source and target mesh instead of full topology check.
  • [MM-166] Greatly improved OBJ exporter.

Mesh Morpher 1.7.8 is Live! (12/04/2021)

  • [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 “Create Morph Target(s) From Meta Morph” contextual menu for USkeletalMesh and UMetaMorph in content browser.

Mesh Morpher 1.7.9 is Live! (12/07/2021)

  • [MM-170] Implemented the ability to create Meta Morph asset from selected Morph Targets

Mesh Morpher 1.8.0 is Live! (12/14/2021)

  • [MM-171] Optimized the speed of Meta Morph creation. Embedding huge base meshes along with deltas is super fast now

Mesh Morpher 1.8.1 is Live! (12/19/2021)

  • [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.

Mesh Morpher 1.8.2 is Live! (01/03/2022)

  • [MM-174] Fixed a bug where clearing a Mask Selection wouldn’t deselect the selected mask asset
  • [MM-175] Fixed a bug on opening Mesh Morpher where it would spawn an unrecognized tab

Mesh Morpher 1.8.3 is Live! (02/09/2022)

  • [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.

Mesh Morpher 1.8.4 is Live! (02/11/2022)

  • [MM-179] Draw Selection has been moved in Scene Proxy
  • [MM-191] OBJ Export now writes Normals and UVs
  • [MM-192] Improved Mask Selection Rendering.
  • [MM-193] Improved Mask Selection Performance
  • [MM-194] Fixed a bug where Open Selected menu button wouldn’t open the selected morph target
  • [MM-195] Updated Copyright info
  • [MM-197] Creating from OBJ files UI has been greatly improved allowing users to preview and rotate the OBJ files
  • [MM-198] OBJ Importer has been greatly improved.

Houdini, Metahumans and Mesh Morpher

Mesh Morpher 1.8.5 is Live! (02/22/2022)

  • [MM-180] Implemented the ability to offset transform gizmo (Hold Left Shift while dragging the Gizmo)
  • [MM-183] Implemented Keyboard Shortcuts for Brush Size (Brackets)
  • [MM-199] Fixed a crash due to transform gizmo type not registering anymore.

Mesh Morpher 1.8.6 is Live! (02/28/2022)

  • [MM-200] Added additional verbosity to Create Morph Target from OBJ Files allowing users to understand better why it fails when it fails.

Mesh Morpher 1.8.7 is Live! (03/02/2022)

  • [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.

Mesh Morpher 1.8.8 is Live! (03/08/2022)

  • [MM-203] Fixed a bug in Create Morph Target from OBJ Files where changing the Base OBJ would reset the location of Morphed OBJ to Base location

I really don’t understand how to use this software. Instead of increasing the functions that everyone can’t understand, it’s 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 can’t use this software. After the deformed clothes are set in the blueprint, the second deformation becomes very strange. If you can’t assemble a dress to a naked character, how can you do it? Can you use this software to make suitable clothes?

Mesh Morpher 2.0.1 is Live! (04/09/2022) This version is available for UE 5.0.0 and higher.

  • [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, UE’s 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-187] Updated Shortcuts for Commands
  • [MM-188] Implemented Toggle Mask Selection Command
  • [MM-190] Implemented Clear Mask Selection Command
  • [MM-204] Support for Mac
  • [MM-205] Removed Enable/Disable build mesh data functionality
  • [MM-206] Fixed a bug where progress bars wouldn’t show up

And various fixes and improvements here and there.

Mesh Morpher 2.0.2 is Live! (04/15/2022) This version is available for UE 5.0.0 and higher

  • [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.

Mesh Morpher 2.0.3 is Live! (05/09/2022) This version is available for UE 5.0.0 and higher.

  • [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 wouldn’t 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 don’t hesitate to report back with issues and suggestions.