Transformorph Multiplayer Skeletal Mesh Customization


Morpheus TRANSFORMORPH is a Real-time Skeletal Mesh Customization w/ Net Replication using Bone Transformorphing. Available NOW in the Unreal Marketplace for UE4 4.25 - 4.27, 5.0 - 5.3. UE5 Development Version Available to Customer’s who have proof-of-purchase. Get access via Discord.

Features:

  1. Skeletal Detection/Auto-generation. Works with ANY SkeletalMesh.
  2. Host & Dedicated Server Multiplayer Replication & Single Player.
  3. Multiple Configuration Save/Load.
  4. Random Property Generation.
  5. Real-time Player Customization. (Collaborative Edit Supported)
  6. Design-time Customization / Convert To Static Mesh in Unreal Editor.
  7. Decoupled GUI Logic.

Benefits:

  1. Instant Customization of Characters, Weapons, Vehicles, Props. Works with ANY SkeletalMesh!
  2. Share Configurations over Network.
  3. Stylize existing Skeletal Mesh Models…Save Time & Money.
  4. Deform Creature Characters… Create Monster large variety from single mesh.
  5. Use Skeleton Bones Like Morph Targets.
  6. Automatically Scales Physics Asset (PHAT) Bodies and Collision Detection.
  7. No Modeling Software / DCC Required.
  8. Export Transformorphed Static Meshes From UnrealEditor to DCC for additional customization.

Videos:

Showcase

Setup Tutorial

Documentation on Google

Top Secret Development Images: 1,2

Technical

Code Modules:
Morpheus, Runtime
MorpheusEditor, Editor

Number of C++ Classes: 2
Plugin Content: YES
Number of Blueprints: 42
Network Replicated: YES
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows

Support

Discord: TheGameDevStore.com
Email: mailto:mp-support@thegamedevstore.com

CHANGE LOG

1.1
PROBLEM: M-Component SkeletonModifySchema Add Editor Crash.
CAUSE: M-Component PropertyData ] Not initialized.
FIX: Validate PropertyData Index.

1.2
PROBLEM: Morpheus Animation Node NOT working in Standalone Game.
CAUSE: Morpheus.uplugin "Type": "Runtime"
FIX: Changed "Editor" to "Developer".

FREE Bluerprints Transform(Modify)Bone Node Generator

THANKS FOR YOUR TIME.

PS: We truly appreciate LIKES and request Clicking the LIKE on this Top Post to [register it on the Forum Stats]. Thanks Again.

2 Likes

Monster Morph with Paragon’s Rampage:

https://cdn.discordapp.com/attachments/599153347148120094/723788715218042930/Screenshot_2020-06-20_01.30.30.png
Watch the 30 Sec Video.

Transformorph ANY Skeletal Mesh:

  • Humanoids
  • Multi-peds / Non-Humanoids
  • Vehicles
  • Modular Skeletal Meshes
  • Weapons
  • Others

very useful!

Export Transformorph To Static Mesh at Design-Time…

Interesting, would like to know how this compares to Proportionalizer: https://www.unrealengine.com/marketp…on-adjustments.

Comparison Chart
Transformorph
Proportionalizer

Feature

Real-time Player Customization.
YES
YES

Skeletal Detection/Property Auto-generation.
YES
NO

Host & Dedicated Server Multiplayer Replication
YES
NO

Multiple Configuration Save/Load.
YES
NO

Random Property Generation.
YES
NO

Runtime Transmorphing.
YES
NO

Design-time Customization / Convert To Static Mesh in Unreal Editor.
YES
NO

Decoupled GUI Logic.
YES
YES

Unreal Engine 4.25 Supported
YES
NO

Documentation
YES
NO

Online Support
YES
YES

Price
$24.99
$19.99

Thank you. What exactly is “Runtime transmorphing” and how does it differ from real-time player customization?

Would also be interested in performance comparisons on a large number of characters (or at least a benchmark for Morpheus).

**Runtime Transmorphing: Interpolation between two different Configurations at run-time. (Example Video) * Player Customization: **Player manually selects and modifies one or more bone(s) *at run-time. It is possible for Player Customization to use Runtime Transmorphing.

Morpheus Transformorph is driven by UE4’s Animation System. It is designed with consideration to Performance which would be dependent on the Number of Bones processed, as the system iterates through each bone to apply transforms on each Animation Tick. This is a fast-path enabled process inside the Morpheus Transformorph AnimGraph Node for the greatest performance.

https://cdn.discordapp.com/attachments/437108301654917131/736215997144629248/fastpath.png

To improve performance, you reduce the number of Bones to process by Exclusion. We’ve provided a means to achieve this from Blueprints. By Default, the system will register and include all Bones for processing. To Exclude specific Bones from processing, one manually define’s *SkeletonModifySchema *matched to the Skeleton’s True Bone Hierarchy (ignoring Sockets and Preview assets).

Within SkeletonModifySchema, you can uncheck the ‘Include’ property. Note: The developer must manually build the SkeletonModifySchema and select the Bones to be excluded. Thus Performance Tweaking and benchmarks will be performed by the Developer.

https://cdn.discordapp.com/attachments/437108301654917131/736216712793292820/excludebone.png

https://cdn1.epicgames.com/ue/product/Screenshot/Transformorph6-1920x1080-9cddbcbe21e4ed843b88bde93f7a9d6c.png

Marketplace Q & A

Latest Answer from Publisher

By TheGameDevStore on July 24, 2020 7:51 AM

Great Question! PHAT Collision and attached Meshes/Collision components to the Skeletal Mesh are automatically scaled by Bone Transforms. (See Video) If you desire to scale collision manually, you would perform those adjustments against default Bone Transforms prior to use, within the PHAT Tool or Blueprints for attached Meshes/Collision components. Regards.use this for different mesh?

Latest Answer from Publisher

By TheGameDevStore on July 24, 2020 8:31 AM - Edited on July 24, 2020 8:31 AM

Thank you for that Question. Transformorph is driven by the Animation System, thus it can NOT be used to Transform a Skeletal Mesh into a* different* Skeletal Mesh. BUT…It can be used to Transform the size of the Lizard’s Bones to the proportion of Dragon’s, giving it the Dragon’s Shape. If you’re using 2 different Meshes for a Lizard and Dragon, You can Retarget the Skeleton to get the bones to match up between two different meshes, then use Morpheus to scale the Lizard Bones to the size of the Dragon. Regards.

Latest Answer from Publisher

By TheGameDevStore on July 24, 2020 2:35 PM - Edited on July 24, 2020 2:36 PM

That Question deserves two Answers (as there are two ways to approach this):

The Easy Way: Use the GUI create, name, and save a Configuration. Within the Actor/Pawn/Character Blueprint, bypass loading the GUI and just wire up the Configuration Initialization and set variable to the saved configuration name. On Load, the configuration will be loaded (See Video 2 min No Audio ). You’ll have to devise your own method of hiding the mesh til the configuration is loaded.

The Hard Way: Use the Design-time feature of manually building and editing the SkeletonModifySchema in Morpheus Transformorph AnimGraphNode from UnrealEditor. This feature does not use Morpheus/Morpheus Manager Components to load configuration. The Transformorphing is applied directly through the AnimGraphNode at Design-time ( See Video No Audio ).

Regards.

Latest Answer from Publisher

By TheGameDevStore on July 24, 2020 3:01 PM - Edited on July 24, 2020 3:03 PM

Thank you for that question. We’ve specifically elected to develop, test, and deploy on the Windows Desktop, stream our games to Mobile Platforms using Pixel Streaming Technology. This decision was made to specifically avoid the complication of multi-platform code management and take advantage cloud based technology.

However, the Plugin Source is available with purchase for Game Developers to deploy to any platform supported by UnrealEngine. Morpheus Transformorph Plugin is based soley on Native UnrealEngine Libraries, thus we do not foresee complications outside the standard requirements to deploy to Android.

Regards.

[TABLE=“align: center”]

**[FONT=Courier New]Need MECHAs? **
Transformorph + Adrian M’s Basic Robot S01
Create your own Mecha Bundle…

Front
Side
Rear

FREE Bluerprints Transform(Modify)Bone Node Generator

PROBLEM: Transform(Modify)Bone Node operates on a Single bone, which is a lot of work when using many nodes.
SOLUTION: Generate Many Transform(Modify)Bone Nodes from Skeleton Hierarchy List with a Single Click!

Use:

  1. Enter a List of Skeleton Bones you want to generate Transform(Modify)Bones in TextBox
  2. Click 'Submit
  3. The Server will Respond with Blueprint ASCII for Copy Paste into AnimGraph.

Result (Example):

Zoom In

Our goal is to produce a series of online Blueprints Generator Utilities like the above to solve some BP Pain.
If you have a specific request or suggestion for a BP Generator, please post in our discord. We appreciate the support!

Thanks for reading.

PROC ROC using TRANSFORMORPH

Modular Procedural Creature Construction System.

HOT FIX UPDATE 1.2

PROBLEM: Morpheus Animation Node NOT working in Standalone Game.
CAUSE: Morpheus.uplugin “Type”: “Editor”
FIX: In the Morpheus.uplugin

Change
From


{

"Name": "MorpheusEditor",
"Type": "Editor"

To


{
"Name": "MorpheusEditor",
"Type": "Runtime"

HOT FIX 1.2 submitted to Epic 09/26/20 2043 GMT. We appreciate your patience.

Getting a crash often when using this on a skeletal mesh thats using uPysicalAimationComponent…

not sure if its the plugin or just me… I know unreal in general dislikes scaling physics bones…

I don’t have access to the log now, but will send a copy when I can… just wondering if there’s a fix or something for this yet or is this just sth on my end perhaps?

This is added onto the alsv4 system.

Hello @thelazylion,

Sorry to this is happening to you. This is the first time we have heard of this. We would like to know more about the behavior of the crash and attempt to duplicate the issue. Lets discuss further on discord. Your patience in the matter is greatly appreciated.

Hello @thelazylion,

We’re following up. We have not heard anything in a week. Has the issue been resolved? Please advise at your leisure. Thank you.

Dear Customers,

Please be advised that in 4.25 you may experience the following alert after launching your *packaged *application:

If this occurs, the solution is to manually add the following attribute to Morpheus.uplugin file.

[FONT=Courier New]“EnabledByDefault” : false,

Morpheus.uplugin



{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.2",
"FriendlyName": "Morpheus Transformorph",
"Description": "Real-time Skeletal Mesh Customization w/ Network Replication.",
"Category": "TheGameDevStore.com",
"CreatedBy": "TheGameDevStore.com",
"CreatedByURL": "https://thegamedevstore.com/v2/product/morpheus-transformorph",
"DocsURL": "https://docs.google.com/presentation/d/e/2PACX-1vQ7bnQ8VNtZuot-uWl2cK_o3aNma-x3V_yc0HwZVRN2NMusFRuuF4Pc3S7ppecKS0lFWXX84Cz7k7o5/pub?start=false&loop=false&delayms=3000&slide=id.p",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/faa5c1ffc4d642388fef1f71c53075d1",
"SupportURL": "https://discord.com/invite/m8bRwRk",
"EngineVersion": "4.25.0",
"CanContainContent": true,
"Installed": true,
"EnabledByDefault" : false,
"Modules": 
{
"Name": "Morpheus",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": 
"Win64",
"Win32"
]
},
{
"Name": "MorpheusEditor",
"Type": "UncookedOnly",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": 
"Win64",
"Win32"
]
}
]
}


For additional information, please reference https://answers.unrealengine.com/que…s-425-bug.html. We apologize in advance for any inconvenience this may cause you and will update after 4.26 release.

Regards.

Hello All. Transformorph Multiplayer Skeletal Mesh Customization Upgraded to **4.26 **with no issues. Regards.