Mutable Mesh Reshape Node Breaks Geometry

This question was created in reference to: [Using Multiple body types with mutable [Content removed]

Hello!

We are evaluating the Mutable plugin as we are trying to achieve a number of modular NPCs efficiently. One of our requirements is to reuse outfits accross different body types.

Initially we planned on using morph targets that we enable/disable through Mutable, and that worked pretty straightforward, but it looks like the Mesh Reshape Node has the potential to save us a lot of time.

Most if not all clothes will be originally made to fit the Average Male body.

After that we’d like to fit them to an Overweight Male body (which shares the same vertex order and joint positions), as well as a Female Body (which will share the same vertex order, same skeleton, but different joint positions)

For my first prototype I’m trying to morph a turtleneck from the Average body to the Overweight one.

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  • If I use 2 separate Skeletal Meshes I get this broken result.
  • I get the same result if I use 2 separate Static Meshes
  • And also the same result whether I have the “Reshape Skeleton” option On and Off.

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I do get the expected result if instead of 2 separate Skeletal Meshes I use the same one, but with a morph target enabled for the Overweight body.

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This is an easy workaround that we can do when it comes to Average to Overweight Male body. However, if we want to do Male to Female, because of their joint position differences, we can’t get away only with a morph target that will only change the geometry, but not the joint positions.

If I understand correctly the idea behind the “Mesh Reshape” node is to allow us to do such a thing, as long as certain prerequisites are met - Vertex Order, Skeleton Heirarchy etc.

The weirdest thing though, is that when I try the same thing with a Beanie and 2 separate heads I don’t get a broken mesh. It doesn’t make any sense that it works in this case but not in the previous one with the turtleneck. In both cases I made sure that both the Base Shape and the Target Shape have the same Vertex Order. Could it be that having a more complex silhouette messes up the result?

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I do understand that this node is still in the Experimental phase and such bugs are to be expected I suppose. But in order to plan ahead I’m writing to you. Am I missing something in my setup, or is this a known issue that we can expect a fix for in the next UE update?

Thank you!

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Hey there,

This is a bug and should work as you describe. I’ve logged an issue that you can follow here: https://issues.unrealengine.com/issue/UE-372131, unfortunately though I don’t have a code fix for you at the moment.

For now, a workaround would be to use the morphed mesh as the target shape; it is the most stable and what we use in the sample project. We use a simplified morphing mesh to handle those translations. To handle skeleton adjustments to your feminine mesh, you could apply a pose asset to the mesh to position the bones correctly. I touch on a workflow here: https://youtu.be/UKtoVg5GrGc?t=1983

Dustin

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Thank you very much for your response Dustin!

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