Hey there,
Apologies for the wait, I needed to spend some time looking into the issues. I’ll do my best to answer each of the questions/statements in order. The first post will be ,A and the second will be B.
A1: Yes, Mutable can be complex, especially with the increased complexity of a Metahuman character. Like I mentioned before, we are looking to make it easier in the future with the dataless setups, but those are not available yet.
A2: The mesh morph node’s ReshapeSkeleton feature does it’s best to move the skeleton based on first finding a triangle to do that with, then stores barycentric coords and distances along the normal. Once morphed it uses that data to reposition the bone. The problem is that for something like eyes, it’s not exact.
A3: That is correct, each modifier is a node that is an instruction and it will need to be duplicated in places where you do the operation again. I mention this below, but you may not need to do it for every eye part, but you will have to do it other parts to apply the morphs.
A4: Correct, in the Metahuman setup, the body drives the head. We use a few tools to help with this that you will need to make use of or change the LODs are setups to get rid of the issue. The LODSync component is the primary one.
In regards to A2, Another approach for this might be to separate the two things you need to do into different actions. Metahuman generates a skeleton for each body that it creates, you can use that skeleton as an offset position for use in mutable. So first you create your morph target for your head based on your new body type and you set that. Then for the eye you can use a pose asset which has the delta in side of it between your base and your “fat” body type to position the skeleton. In Mutable that setup would look something like:
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The problem is that this would not be blendable, which I think is what you’re going for?
B1: I’m not sure what this means, but in the simplest version of your case, I would set up the eye to work (albeit the simplest version) with your body type mesh morph like this.
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Note how the eye is slightly inset. This might be ok, but might not match exactly. Right now in this example, only that eye’s mesh morph node has the reshape skeleton on. The rest from the body and head do not.
B2: My previous suggestion should solve this, by moving the skeleton reshape to just the eye, you should be able to use just the normal morph stack definition and then applicate to do the rest of the head and body work separately. And don’t forget, like my previous post, you do not need to do this for every eye LOD.
B3: This indicates the issue that the eyes have different UV layouts and you will need to define which one to use in Mutable. There is a property on each texture pin to define that.
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B4: I might not understand your question entirely, but async operations from mutable are setup in such a way that you cannot sync them. The body and it’s setup may take much longer than the head. “When the head and body deform simultaneously, they do not deform at exactly the same time.” Can you provide an example of this?
Hopefully that helps a bit more.
Dustin