Mutable: More Parameter

I need blended deformation, which means I cannot use PoseMesh.

Yes this makes sense. Currently the only tool we have for this context is the reshape mesh with reshape skeleton options.

We would prefer to apply deformation in the MeshNode first and then customize each MeshSection—but the current functionality works in the reverse way.

I’ll discuss this with the team and raise this use case with them, but the upcoming dataless asset approach might help you here. We’ll have more info in the near future on that. Currently, how you structure your data matters a lot to how many nodes you use.

While I can wait for both to complete before applying the deformation, the visual performance is not smooth.

Runtime generation of the meshes takes time, especially with Metahuman meshes. Assuming you have mesh streaming on, it is on by default, visual performance will mostly be affected by how heavy your content is and your hardware. A strategy I’ve employed in a character customization setup in the past is to do some edits through mutable, clothing and large mesh swaps. For detail items like morph targets and texture coloring, I preview those edits through other calls and not through Mutable. Then once all of the data is gathered for your character customization, you only make the 1 call to Mutable to finalize your mesh.

That said, this is important for the Mutable team to address in the future and they are working on performance improvements in general.

However, I have identified a new issue: MetaHuman’s Eyelashes only have 4 LODs (Level of Details), while EyelashesGroom has 8 LODs. This causes a warning to be generated in Mutable.

This is dependent on how your graph is setup now, but ultimately you are trying to have the eyelash groom lod settings take their information from the eyelash meshes, you will need specify a LOD scheme for the eyelash grooms seperate from the meshes.

I would also like to know when you plan to complete TableNode’s support for Groom?

I’m getting an answer for this, but unfortunately, there isn’t much of a workaround for this in terms of direct support. The Groom constant node has a set of requirements for its setup, and the best way to incorporate multiple groom options is to use the ObjectGroup setup and create separate child objects for each of your hairstyles.

Dustin