Mesh Morpher

Mesh Morpher 2.4.4 is Live! (01/18/2023)

  • [MM-365] Fixed a bug in Mesh Morpher Mesh Component Scene Proxy where updating the mesh data could result in a crash

Mesh Morpher 2.4.5 is Live! (01/23/2023)

  • [MM-366] Fixed a possible bug with baking where in certain cases where import data is not consistent, the mesh becomes scrambled.

Mesh Morpher 2.4.6 is Live! (01/25/2023)

  • [MM-367] Fixed a bug with Mesh Morpher Debug Skeletal Mesh where assigning a different mesh after a mesh was previously assigned, would preserve the materials from the old mesh.
  • [MM-368] Fixed a bug where on save, Source bone snapshot was selecting the target mesh as skeletal mesh in Wrapper
  • [MM-369] Fixed a bug with Bone Snapshot assets where the Skeletal Mesh Property wouldn’t preserve its value
  • [MM-370] Fixed a bug with Standalone Mask Selection assets where the Skeletal Mesh Property wouldn’t preserve its value
  • [MM-371] Fixed a bug in Mesh Morpher Mesh Component where the Scene Proxy wasn’t flushing rendering commands when the topology was changed potentially crashing

Mesh Morpher 2.4.7 is Live! (01/30/2023)

  • [MM-372] Fixed a bug with Pinch Tool
  • [MM-373] Moved unnecessary components and libraries from Runtime module to Core. Only necessary stuff will now be packaged.
  • [MM-374] Fixed baking once and for all. (Special thanks to @kostenickj for helping out with this)

Mesh Morpher 2.4.8 is Live! (02/05/2023)

  • [MM-375] Fixed a bug with creating Morph Targets at runtime
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After baking a morph target, using the metahuman face rig creates weird vertex penetrations in the eyes and mouth. If the morph target is not baked, it gets correctly applied in the postprocessing blueprint for the face. But after baking, the model only appears normal if no rig deformation is used. I suspect that the baking process has a bug, and there are no options to try to tweak for baking…

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the latest version fixed it. that was quick!

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Mesh Morpher 2.4.9 is Live! (02/17/2023)

  • [MM-377] Implemented the ability to draw simplified bones in Wrapper and Poser
  • [MM-378] Implemented the ability to scale bone indicators to bones in Wrapper and Poser
  • [MM-380] Fixed a bug with Copy where the Morph Target wouldn’t be properly projected on the target LODs > 0 and disabling UV Projection wouldn’t work properly.

Mesh Morpher 2.5.0 is Live! (02/20/2023)

  • [MM-381] Fixed a bug with transform tool where closing and reopening the tool would wrongfully reposition the gizmo
  • [MM-384] Ok button in Poser has been renamed to Create Morph Target

Mesh Morpher 2.5.1 is Live! (02/24/2023)

  • [MM-385] Create From FBX Files now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)
  • [MM-386] Export Mesh to OBJ now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)
  • [MM-387] Export Morph Target to OBJ now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)

Mesh Morpher 2.5.2 is Live! (02/28/2023)

  • [MM-388] Bonesnapshots are now saved with bone names included
  • [MM-389] Implemented the ability to create bonesnapshot assets using blueprints in editor (CreateBoneSnapshotAsset)
  • [MM-390] Implemented the ability in Poser to load bonesnapshots that are not skeleton compatible. Common bones with same names will be transferred

Mesh Morpher 2.5.3 is Live! (03/03/2023)

  • [MM-393] Fixed and improved Regenerate Import Data and Model

Mesh Morpher 2.5.4 is Live! (03/12/2023)

  • [MM-394] Applying Deltas from Welded(sculpted version) to Skeletal Mesh now matches material IDs, providing higher quality projection
  • [MM-395] Creating from Mesh Files now offers the ability to match material IDs
  • [MM-396] Creating from Mesh now offers the ability to match material IDs

Mesh Morpher 2.5.5 is Live! (03/21/2023)

  • [MM-399] Control Points in Wrapper now just hint the non-rigid algorithm about their correspondence vertices in their influences radius instead of rigidly fitting.
  • [MM-400] Greatly improved the non-rigid algorithm in Wrapper
  • [MM-401] Implemented the ability to save/load control points.
  • [MM-402] Implemented the ability to clear control points.
  • [MM-403] Control Points now display their index in Wrapper viewport
  • [MM-404] Subdivision steps in Wrapper now subdivides the source mesh for the amount of steps at the beginning instead of going through each step with the non-rigid fitting.
  • [MM-405] Removed bFitToTarget from wrapper as this causes issues with non-manifold meshes

Mesh Morpher 2.5.6 is Live! (03/22/2023)

  • [MM-406] Vertices in Control Points influence radius can have multiple correspondence vertices
  • [MM-407] Implemented the ability to chose fitting algorithm for control points.
  • [MM-408] Wrapping progress for Control Points now display the control point index instead of the nearest vertex index in the mesh

Mesh Morpher 2.5.7 is Live! (03/23/2023)

  • [MM-409] Improved the smoothing for non-rigid wrapping
  • [MM-410] Added Symmetric Control Points
  • [MM-411] Updated default Wrapping settings

Mesh Morpher 2.5.8 is Live! (04/02/2023)

  • [MM-417] Bone Tree fits better in Poser side panel
  • [MM-418] Bonesnapshots have been changed. The bone transformation storage is completely changed and requires users to recreate them.
  • [MM-419] Renaming a Morph Target now pre-fills the text block with current Morph Target name
  • [MM-420] Wrapper control points index indicator are not render anymore if they’re outside of viewport frustum
  • [MM-421] Fixed a bug where creating the bones gizmos would crash the engine

Mesh Morpher 2.5.9 is Live! (04/03/2023)

  • [MM-422] Fixed a bug where grabbing deltas from import data wouldn’t work correctly in certain cases. Instead, we now grab deltas only from UMorphTarget objects.

And where can we get the newest version? Just download it from the market place and it says it outdated.