**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.
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.
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.
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.
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!
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:
Enter a List of Skeleton Bones you want to generate Transform(Modify)Bones in TextBox
Click 'Submit
The Server will Respond with Blueprint ASCII for Copy Paste into AnimGraph.
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!
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:
Enter a List of Skeleton Bones you want to generate Transform(Modify)Bones in TextBox
Click 'Submit
The Server will Respond with Blueprint ASCII for Copy Paste into AnimGraph.
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!
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?
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.
By TheGameDevStore on March 15, 2021 12:08 AM - Edited on March 15, 2021 12:14 AM
Hi @PsychoSeaCap, we apologize for the delay. Transformorph can not save as a new mesh as it operates with the Animation System, not directly on the geometry. The system supports saving and loading of configurations. With these features, you can transformorph at runtime, save the configuration and load/apply the saved configuration on initializing the Pawn/Character Blueprint. Save/Load Demonstration Video.