Mesh Morpher 2.0.4 is Live! (05/28/2022) This version is available for UE 5.0.0 and higher.
- [MM-215] Tools Material Mode selection is now saved and persistent
- [MM-217] Fixed a bug in Create Morph Target from FBX Files widget when changing the Coordinate System or any of the Axis wouldn’t show up the progress bar
- [MM-218] Switched Versioning URL to new host. If users don’t update to the latest version 2.0.4 they will not receive any further notifications about new versions.
Mesh Morpher 2.0.5 is Live! (06/02/2022) This version is available for UE 5.0.0 and higher.
[MM-220] Enhanced OBJ export functionality. Implemented the ability to append additional skeletal meshes to OBJ output allowing users to attach bodies to heads and so on. See notes.
[MM-221] Fixed a bug where changing the selected skeletal mesh while a dialog box was open wouldn’t close the dialog box.
Notes: There are various options available now for OBJ export functionality, allowing users to weld exported mesh based on the given parameters or group additional meshes into separate Objects.
These enhancements aim to ease up and simplify workflows.
Mesh Morpher 2.0.6 is Live! (06/06/2022)
- [MM-222] Fixed a bug where GetMaxGroupID() in UMeshMorpherMeshComponent was not displaying the correct sections count
- [MM-223] OBJ and FBX importing now both use the FBX module in Unreal Engine. In Mesh Morpher now you can see one option, Create From Mesh Files which allows users to select both FBX and OBJ file formats. OBJ quad meshes behind the scenes are still processed by the old OBJ importer
Mesh Morpher 2.0.7 is Live! (06/07/2022)
- [MM-224] Fixed a bug where Smooth Tool didn’t work correctly with Symmetry enabled
Mesh Morpher 2.0.8 is Live! (07/14/2022)
- [MM-225] Implemented the ability to enable Morph Targets on Reference Skeletal Mesh
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Mesh Morpher 2.0.9 is Live! (07/16/2022)
- [MM-226] Implemented the ability to set Master Pose for Reference Skeletal Mesh
- [MM-227] Pose assets now check compatibility between the skeleton and the animation asset thus allowing to select retargeted animations.
Mesh Morpher 2.1.0 is Live! (07/24/2022)
- [MM-229] Implemented the ability to hide Masked/Unmasked Vertices
- [MM-230] Re-implemented Brush Sphere. It can be Enabled/Disabled in Edit->Settings
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Mesh Morpher 2.1.1 is Live! (07/30/2022)
- [MM-231] Implemented the ability to customize Brush Sphere Indicator Alpha and Color in Settings
- [MM-232] Implemented the ability to Display Material Slot Names instead of IDs in Tools
- [MM-234] Renamed Mask Behaviour to Mask Visibility
- [MM-235] Disable Mask Visibility when painting Mask Selection is enabled
- [MM-236] Disable Mask Painting when Enabling Mask Visibility
- [MM-237] Implemented the ability to export Material Slot Names instead of IDs on OBJ Export
Mesh Morpher 2.1.2 is Live! (08/11/2022)
- [MM-238] Fixed a bug in Baking where only the last selected Morph Target would be baked.
- [MM-239] Camera Location, Rotation, Speed, Speed Scalar and FOV are now saved when users close Mesh Morpher window. This allows to preserve viewport camera settings.
- [MM-240] Changing Pose asset or frame now automatically saves and close current selected Morph Target. The process is heavy and reopening the Morph Target everytime the pose frame is changed will halt Mesh Morpher for a long time.
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Mesh Morpher 2.1.3 is Live! (08/16/2022)
This long overdue update is about improving performance and stability in Mesh Morpher core functionality.
I improved Scene Proxy performance and stability, allowing Mesh Morpher to send to the GPU only changes that were made instead of the whole mesh/selection data.
I also Improved Mesh Morpher’s Mesh Component stability and performance by taking advantage of all CPU power/threads whenever possible.
Mesh Operations are now more performant due to better distribution across all available threads.
A lot of core functionalities were re-written to achieve this performance/stability improvement.
If you find a bug, don’t hesitate to let me know.
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Mesh Morpher 2.1.4 is Live! (08/18/2022)
- [MM-240] Implemented T0 pose on FBX Import
- [MM-241] Implemented the ability to set an offset location on FBX/OBJ import
- [MM-242] Increased the accuracy of pose frame slider
- [MM-243] Implemented a new SpinBox near the pose frame slider which allows to jump to certain frames and view the current frame position.
- [MM-244] Section List in Tools is now using a fixed size with a scrollbar
- [MM-245] Implemented Select All Sections in Tools
- [MM-246] Implemented Export Morph Target As OBJ
- [MM-247] Welding Settings are now centralized in Settings under Internal Welding Settings category. This allows for more consistency between Exported Meshes as OBJ(welded), Exported Morph Targets as OBJ(welded) and Mesh Morpher’s internal mesh(welded)
- [MM-248] Create Morph Target from Mesh Files is now using as a target mesh the existing mesh with pose applied(if any)
- [MM-249] Removed Legacy OBJ Importer. Legacy OBJ Importer was only used for OBJ quad meshes. FBX/OBJ Importer now supports triangle/quad meshes with polygons of 3 or 4 elements. This change also fixes an existing visual rendering bug with quad meshes.
- [MM-250] Mask Selection triangles are sorted now on Export Mask Selection to OBJ. This allows for more consistent exports.
- [MM-251] Fixed a bug where if the sections materials are invalid then the mesh would be invisible when a Morph Target is open
- [MM-252] Fixed a bug with Mesh Materials in Custom Scene Proxy where having invalid Materials on the skeletal mesh would sometimes cause a crash
Mesh Morpher 2.1.5 is Live! (08/21/2022)
- [MM-253] Improved performance and accuracy of Morph Target projection on meshes. We’re slowly preparing the grounds for the Wrapper functionality.
- [MM-254] Improved ROI return performance in UMeshMorpherMeshComponent. Now it has better distribution across all threads.
- [MM-255] Creating Morph Target from Meta Morphs (current mesh) has been implemented. It uses as a target mesh the current mesh with pose (if any)
Mesh Morpher 2.1.6 is Live! (08/25/2022)
- [MM-256] Improved Create Morph Target From Mesh. This functionality is originally intended to work with Meta Human heads. With this version it allows the creation of Morph Targets from all kind of meshes.
This is still very experimental and work in progress. The best results come from meshes that share the skeleton and proportions.
Mesh Morpher 2.1.7 is Live! (09/01/2022)
- [MM-257] Fixed a bug where smooth type combo box was not visible
- [MM-258] Fixed a bug where the FBX Importer wouldn’t import all mesh sections
- [MM-259] Improved the Wrapper. We now have two types of fitting, rigid and non-rigid. Rigid attempts to align, rotate and scale(optional) the meshes to fit them as much as possible. Non-rigid is using an enhanced ICP algorithm which attempts to fit the meshes by wrapping the target mesh around the source mesh.
The wrapper algorithm changed drastically, we now have plenty of options to optimize the wrapping process. We’ve reached a point where I believe the wrapping works as intended. Next step is to add the possibility to set control points to help the algorithm in certain areas.
Mesh Morpher’s Wrapper is still in its early stages, very experimental but I’m heavily invested into implementing it.
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Mesh Morpher 2.1.8 is Live! (09/16/2022)
- [MM-260] Fixed a bug where renaming a morph target to a previously removed morph target would result in a crash
- [MM-261] Removed the option in baking where you could select to either remove or not the baked morph target. All baked morph targets are automatically removed.
- [MM-262] Cleaned the Toolkit code a little bit
- [MM-263] Projecting Morph Targets on an invalid LOD doesn’t crash the engine anymore. Event is logged in Output log.
- [MM-264] Implemented bOnCompleteRigidFitToOriginalMesh in Wrapper Settings which attempts to match the proportions and rotation of the resulted morph target to the original target mesh.
- [MM-265] Implemented the ability to set a source from from file(FBX/OBJ) when using the wrapper.
- [MM-266] Implemented the ability to manually change transform of the source mesh to manually match the target when using the wrapper
- [MM-267] Implemented Control Points when using the Wrapper.
- [MM-268] Wrapper automatically uses welded meshes for both target and source.
- [MM-269] Rigid and Non-Rigid Settings are now separated when using Wrapper.
- [MM-270] Cleaned and optimized the Wrapper
- [MM-271] Fixed a bug in Transform Tool where Rotation Y axis would mistakenly be bound to Scale Y
Mesh Morpher 2.1.9 is Live! (09/20/2022)
- [MM-272] Implemented bone alignment for Wrapper
Mesh Morpher 2.2.0 is Live! (09/20/2022)
- [MM-274] Improved bone rendering and interaction in the wrapper
- [MM-275] Improved control point rendering and interaction in the wrapper
- [MM-276] The wrapper now automatically attempts to rigid fit the target to source. Scaling is optional
- [MM-277] Improved the performance speed of control points processing
- [MM-278] The wrapper now centers target and source, as well as vertices affected by control points and their correspondents
- [MM-279] Added GUI settings for the Wrapper in the Mesh Morpher’s Settings window
- [MM-280] Fixed a bug with undo/redo bone transforms in the wrapper. Now each bone has its own transform gizmo
- [MM-281] Fixed several possible crashes when undo/redo transform bones in the wrapper
- [MM-282] Fixed a bug where control points were displaying wrong influence radius
Mesh Morpher 2.2.1 is Live! (09/22/2022)
- [MM-233] Implemented Bone Snapshots in the Wrapper, allowing users to save the current Bones Transformation to an asset, and load it when needed
- [MM-283] Implemented Source Pose and Frame for the wrapper, allowing users to set an animation sequence frame bone transformations to the Source Mesh
Mesh Morpher 2.2.2 is Live! (10/04/2022)
- [MM-284] Fixed a bug with Bone Snapshots where the skeletal mesh wouldn’t get stored and would result in an engine crash when browsing the assets.
- [MM-285] Windows with Viewports (Wrapper, Create From Mesh Files etc) now have persistent window size.
- [MM-286] Implemented Section Selection in the Wrapper.
Mesh Morpher 2.2.3 is Live! (10/19/2022)
- [MM-287] Discontinued Meta Morph assets
- [MM-288] Importing from FBX/OBJ now has default Forward axis to Y and T0 pose enabled. This is implemented by default to match Unreal Engine’s behavior
- [MM-289] Optimized wrapping to use vertex pairs per material. This could slightly increase the quality of the results when copying, wrapping etc.
- [MM-290] Create from Pose now allows users to manage bones individually while in Mesh Morpher.
- [MM-291] Mesh Morpher can be compiled by users to support UE 5.1 P1/2
- [MM-292] Fixed a bug with FBX importer where it would crash from time to time
- [MM-293] Bone Editor in Wrapper and Poser doesn’t duplicate the skeletal meshes anymore hence the performance is a little bit improved
- [MM-294] Added Create from Mesh and From Pose to the Toolbar