# Introduction

Mesh Morpher allows you to create/remove/modify, copy, import and export morph targets easily from within Unreal Engine Editor.\
Mesh Morpher version 2.0 and above is only available for UE5.0 and later.\
Mesh Morpher doesn't use any third party libraries outside the engine.

A Morph Target is a snapshot of vertex locations for a specific mesh that have been deformed in some way. For instance, you can take a character model, reshape their face to create a facial expression, and then save that edited version as a Morph Target.

Mesh Morpher allows users to create Morph Targets using various tools, from sculpting, importing from FBX/OBJ files to Wrapping to other Skeletal Meshes.

Mesh Morpher was awarded a Mega Grant by Epic Games which helped with the development in its initial stage.

{% hint style="warning" %}
**Mesh Morpher is only available through** [**https://meshmorpher.com**](https://meshmorpher.com) **website**
{% endhint %}

{% hint style="info" %}
This documentation is under construction. New content is added and expect changes.
{% endhint %}


# Install

In order to install Mesh Morpher:

1. Download the .zip file associated with the Unreal Engine version and OS you're using by navigating to [Licenses](https://www.meshmorpher.com/account/licenses)
2. Create a Plugins folder inside your Project folder
3. Unzip the downloaded file to YourProject/Plugins

If you want to package with Mesh Morpher, then you need to install it in the engine:\
**UE\_5.X/Engine/Plugins/Marketplace**

Make sure to uninstall any previous marketplace versions.

For Engine Source Builds please follow the steps in the video:

{% embed url="<https://www.youtube.com/watch?v=D9LMFXei0Ws>" %}


# Workflows

Mesh Morpher is a versatile tool that allows you to integrate it into your own workflow.

Here are some workflows for Mesh Morpher that we're using:

{% embed url="<https://www.meshmorpher.com/post/customize-meta-humans>" %}

{% embed url="<https://www.meshmorpher.com/post/morph-full-body-meta-humans-and-skeletons>" %}

{% embed url="<https://www.meshmorpher.com/post/mesh-morpher-and-character-creator-4>" %}

{% embed url="<https://www.meshmorpher.com/post/fix-blink-dna-bone-expressions-for-custom-meta-human>" %}

{% embed url="<https://www.meshmorpher.com/post/modify-meta-human-dna-bone-expressions-with-mesh-morpher>" %}

{% embed url="<https://www.meshmorpher.com/post/how-to-fix-sequencer-control-rig-arms-in-poser>" %}

{% embed url="<https://www.meshmorpher.com/post/custom-meta-humans-in-uefn>" %}

{% embed url="<https://www.meshmorpher.com/post/create-custom-meta-human-dna-asset-for-any-skeletal-mesh-and-bone-hierarchy>" %}


# Patch Notes

Live Patch Updates - expand to see details

<details>

<summary>Mesh Morpher 5.2.4 is Live! (07/24/2026)</summary>

* \[MM-1275] Improved DNA interaction
* \[MM-1276] Fixed a bug in 5.8 where Mesh Morpher would use legacy dna wrongfully

</details>

<details>

<summary>Mesh Morpher 5.2.3 is Live! (06/17/2026)</summary>

* \[MM-1274] Cleaned shaders and changed threadgroup to 256

</details>

<details>

<summary>Mesh Morpher 5.2.2.1 is Live! (04/07/2026)</summary>

* \[MM-1273] Fixed the progress bar in nonrigid fit

</details>

<details>

<summary>Mesh Morpher 5.2.2 is Live! (04/01/2026)</summary>

* \[MM-1272] Greatly improved non-rigid algorithm

</details>

<details>

<summary>Mesh Morpher 5.2.1.1 is Live! (02/27/2026)</summary>

* \[MM-1271] Fixed a bug with UV mapping in Control Points where mapping would correctly place control points when the mesh had multiple UDIMS

</details>

<details>

<summary>Mesh Morpher 5.2.1 is Live! (02/26/2026)</summary>

* \[MM-1268] Wrapper now supports static meshes both as source and target
* \[MM-1269] Elastic Conformer now supports static meshes both as source and target
* \[MM-1270] Control Points in Wrapper now support UV mapping.

</details>

<details>

<summary>Mesh Morpher 5.2.0 is Live! (02/22/2026)</summary>

* \[MM-1267] Fixed a bug where the corrective morph targets wouldn't get highlighted when a DNA expression is selected.

</details>

<details>

<summary>Mesh Morpher 5.1.9 is Live! (02/20/2026)</summary>

* \[MM-1264] Fixed a bug in Geometry Cache sculpting where UVs wouldn't be properly loaded
* \[MM-1265] Fixed a bug in Animation Sequence sculpting where materials wouldn't be properly loaded.
* \[MM-1266] Fixed a bug with Static Mesh sculpting where sculpting with "only connected" enabled wouldn't work.

</details>

<details>

<summary>Mesh Morpher 5.1.8 is Live! (02/20/2026)</summary>

* \[MM-1258] Geometry Cache and animation sequence sculpting settings are now persistent.
* \[MM-1259] Geometry Cache sculpting now work in with welded meshes to avoid gaps at UV seams.
* \[MM-1260] Geometry Cache sculpting now supports non-constant topology
* \[MM-1261] Improved delta rotation in Geometry Cache sculpting.
* \[MM-1262] Fixed a bug in geometry cache and animation sculpting where the materials wouldn't load
* \[MM-1263] Fixed a bug in geometry cache sculpting where sculpting with "only connected" enabled wouldn't work.

</details>

<details>

<summary>Mesh Morpher 5.1.7.1 is Live! (02/15/2026)</summary>

* \[MM-1257] Implemented parallelization in geometry cache sculpting and animation sequence sculpting.

</details>

<details>

<summary>Mesh Morpher 5.1.7 is Live! (02/15/2026)</summary>

* \[MM-1256] Sculpting Geometry caches and animation sequences now correctly apply delta rotation when sculpting frame ranges.

</details>

<details>

<summary>Mesh Morpher 5.1.6 is Live! (02/13/2026)</summary>

* \[MM-1255] Fixed a possible LOD bug in Alembic Export, Delta Mush animation correction and Graph toolkit.

</details>

<details>

<summary>Mesh Morpher 5.1.5 is Live! (02/13/2026)</summary>

* \[MM-1242] Implemented Delta Mush Tool
* \[MM-1243] Implemented Delta Mush for Animation Sequences
* \[MM-1244] Implemented the ability to sculpt geometry caches
* \[MM-1245] Implemented the ability to sculpt animation sequences
* \[MM-1246] Implemented the ability to sculpt static meshes
* \[MM-1247] Fixed GPU Solver in Non-Rigid Fit
* \[MM-1248] Wrapper/Elastic Conformer have persistent settings
* \[MM-1249] Alembic Exporter default transformation now correctly matches Blender
* \[MM-1250] Implemented Frame Range widget in Alembic Exporter
* \[MM-1251] Alembic Exporter can now export frame ranges
* \[MM-1252] Various code clean-ups and optimizations
* \[MM-1253] Fixed toolkit tab name bug in Classic
* \[MM-1254] Fixed a bug in Mesh Morpher Classic where we incorrectly forward declare FAnimInstanceProxy

</details>

<details>

<summary>Mesh Morpher 5.1.4 is Live! (02/09/2026)</summary>

* \[MM-1238] Implemented the ability to change light angle in all viewports.
* \[MM-1239] Implemented the ability to display Content Browser in mesh morpher with ctrl + spacebar.
* \[MM-1240] Implemented GPU solver in Mesh Morpher
* \[MM-1241] Fixed a bug where the chlomod dlls wouldn't properly load when the plugin was installed in the engine directory.

</details>

<details>

<summary>Mesh Morpher 5.1.3 is Live! (02/05/2026)</summary>

* \[MM-1237] Fixed a bug where mesh morpher would crash the engine due to registering itself in persona windows without morph target tabs

</details>

<details>

<summary>Mesh Morpher 5.1.2 is Live! (01/26/2026)</summary>

* \[MM-1234] Implemented Import Organization Data
* \[MM-1235] Implemented Export Organization Data
* \[MM-1236] Fixed various performance bugs in Organization Data

</details>

<details>

<summary>Mesh Morpher 5.1.1 is Live! (01/25/2026)</summary>

* \[MM-1227] Implemented Meta data for Morph Target and Animation curve lists
* \[MM-1228] Rename Morph Target now supports regex
* \[MM-1229] Rename Morph Target now supports bulk rename
* \[MM-1230] Implemented custom Morph Target viewer in Persona
* \[MM-1231] Improved Non Rigid Fit
* \[MM-1232] Improved Rigid Fit
* \[MM-1233] Fixed Toolkit focus.

</details>

<details>

<summary>Mesh Morpher 5.1.0 is Live! (01/02/2026)</summary>

* \[MM-1225] Improved PoseDeltas to work correctly with inverse quaternions when bone rotations are involved.
* \[MM-1226] Viewport saves/loads camera settings

</details>

<details>

<summary>Mesh Morpher 5.0.9 is Live! (12/28/2025)</summary>

* \[MM-1223] Added new Non Rigid Fit algorithm
* \[MM-1224] Old NonRigidFit algorithm is renamed to Elastic Conformer.

</details>

<details>

<summary>Mesh Morpher 5.0.8 is Live! (12/07/2025)</summary>

* \[MM-1220] Fixed a possible crash in Mesh Morpher Mesh Component where FindingNearestTriangles might return invalid triangle ids and crash
* \[MM-1221] Alembic Exporter now writes FaceSets
* \[MM-1222] Alembic Exporter now computes Normals

</details>

<details>

<summary>Mesh Morpher 5.0.7.2 is Live! (12/04/2025)</summary>

* \[MM-1219] Fixed symmetry with Connected vertices ROI in sculpt tools.

</details>

<details>

<summary>Mesh Morpher 5.0.7.1 is Live! (12/04/2025)</summary>

* \[MM-1217] Fixed the ability to switch symmetry in sculpting tools
* \[MM-1218] Symmetry default value changed to X axis in sculpting tools

</details>

<details>

<summary>Mesh Morpher 5.0.7 is Live! (12/04/2025)</summary>

* \[MM-1214] Greatly Improved Alembic Exporter
* \[MM-1215] Transform Tool now updated mesh bounds so it renders properly
* \[MM-1216] Fixed symmetry in sculpting tools

</details>

<details>

<summary>Mesh Morpher 5.0.6 is Live! (12/03/2025)</summary>

* \[MM-1213] Fixed Symmetry in Mesh Morpher Mesh Component

</details>

<details>

<summary>Mesh Morpher 5.0.5 is Live! (12/02/2025)</summary>

* \[MM-1212] Greatly improved Alembic Exporter

</details>

<details>

<summary>Mesh Morpher 5.0.4 is Live! (11/29/2025)</summary>

* \[MM-1206] Alembic export now uses import data
* \[MM-1207] Alembic export now holds some additional meta data
* \[MM-1208] Implemented Geometry Cache Validation functionality which aims to match the Geometry Cache track names with material names.
* \[MM-1209] Alembic export now preserve the animation sequence frame rate
* \[MM-1210] Fixed a bug where last frame in the alembic export would be skipped
* \[MM-1211] Fixed some UV issues across Mesh Morpher
* \[MM-1212] Fixed a bug in Alembic Preview where seeking backwards would crash

</details>

<details>

<summary>Mesh Morpher 5.0.3 is Live! (11/14/2025)</summary>

* \[MM-1203] Runtime Projector now works the same as In-Editor.
* \[MM-1204] Fixed a bug with Runtime Projector where applying deltas to higher LODs wouldn't correctly work
* \[MM-1205] Fixed Camera Speed for 5.7 and above

</details>

<details>

<summary>Mesh Morpher 5.0.2 is Live! (11/05/2025)</summary>

* \[MM-1202] Implemented Unpack RigLogic functionality in poser (5.6 and above)

</details>

<details>

<summary>Mesh Morpher 5.0.1 is Live! (10/30/2025)</summary>

* \[MM-1201] Improved Project Tool

</details>

<details>

<summary>Mesh Morpher 5.0.0 is Live! (10/29/2025)</summary>

* \[MM-1197] Improved performance of all sculpting tools
* \[MM-1198] Implemented throttling for handle based tools
* \[MM-1199] Implemented Transparent Material Mode for sculpting tools.
* \[MM-1200] Fixed a bug with handle based tools that would cause a silent crash when toggling selection mode or when switching to other tool

</details>

<details>

<summary>Mesh Morpher 4.9.9 is Live! (10/15/2025)</summary>

* \[MM-1196] Implemented Post-Processing in Wrapper which solves intersections with the Source

</details>

<details>

<summary>Mesh Morpher 4.9.8 is Live! (10/13/2025)</summary>

* \[MM-1195] Implemented the ability to remove RBF data in Transfer DNA.

</details>

<details>

<summary>Mesh Morpher 4.9.7 is Live! (10/08/2025)</summary>

* \[MM-1194] Improved RBF deformer

</details>

<details>

<summary>Mesh Morpher 4.9.6 is Live! (10/06/2025)</summary>

* \[MM-1191] Improved Mirror Tool
* \[MM-1192] Fixed getting Normals in MM Mesh Component
* \[MM-1193] Greatly Improved Project Tool

</details>

<details>

<summary>Mesh Morpher 4.9.5 is Live! (10/03/2025)</summary>

* \[MM-1188] Improved Wrapper and landmark system in Wrapper drastically
* \[MM-1189] Improved the speed of FBX importer
* \[MM-1190] Fixed Mesh Import for runtime

</details>

<details>

<summary>Mesh Morpher 4.9.4 is Live! (09/29/2025)</summary>

* \[MM-1187] Implemented the ability to re-create DNA expression animation curves

</details>

<details>

<summary>Mesh Morpher 4.9.3 is Live! (09/25/2025)</summary>

* \[MM-1182] Removed Ray Tracing option
* \[MM-1183] Fixed a possible bug in Mesh Streaming was sending a 1-byte heartbeat that could make the client disconnect
* \[MM-1184] Improved Non\_rigid fitting
* \[MM-1185] Non-Rigid fit speed has been improved by a lot
* \[MM-1186] Simplified Non-Rigid fitting options.

</details>

<details>

<summary>Mesh Morpher 4.9.2 is Live! (09/22/2025)</summary>

* \[MM-1173] Fixed a bug in Scene Proxy for Mesh Component
* \[MM-1174] Fixed a bug in Mesh Component when recomputing Normals
* \[MM-1175] Fixed a bug in OBJ exporter where unused empty UVs and Normals where added
* \[MM-1176] Vectorized Wrapper Rigid and Non-Rigid fit functionality
* \[MM-1177] Improved Regular smoothing in Non-Rigid Fit
* \[MM-1178] Implemented Point-To-Plane projection in Wrapper
* \[MM-1179] Implemented Displacement clamping in Non-Rigid fit which aims to reduce irrelevant correspondences.
* \[MM-1180] Improved the overall speed of Non-Rigid Fit algorithm
* \[MM-1181] Updated Mesh Stream icon

</details>

<details>

<summary>Mesh Morpher 4.9.1 is Live! (09/18/2025)</summary>

* \[MM-1172] Implemented Guide Morph Target in Copy Morph Targets

</details>

<details>

<summary>Mesh Morpher 4.9.0 is Live! (09/15/2025)</summary>

* \[MM-1171] Fixed FBX Importer to load only LOD0 for meshes exported by blender

</details>

<details>

<summary>Mesh Morpher 4.8.9 is Live! (09/15/2025)</summary>

* \[MM-1167] Fixed OBJ exporter. Now it correctly exports UV and Normal Layouts and not causing issues anymore with welded meshes.
* \[MM-1168] Greatly Improved FBX/OBJ importer
* \[MM-1169] Added parallelism in FBX importer
* \[MM-1170] Improved DNA export to OBJ to respect UV and Normal layouts

</details>

<details>

<summary>Mesh Morpher 4.8.8 is Live! (09/12/2025)</summary>

* \[MM-1164] Copy Morph Target now has the ability to auto-scale transferred morph targets
* \[MM-1165] Greatly improve Copy Morph Targets
* \[MM-1166] Implemented Copy Delta Method. Additive and Replace ('Replace' is more robust, while 'Additive' is faster but assumes similar base meshes.)

</details>

<details>

<summary>Mesh Morpher 4.8.7 is Live! (09/07/2025)</summary>

* \[MM-1163] Fixed a bug that would apply the deformation coming from Mesh Stream twice, making the process slow.

</details>

<details>

<summary>Mesh Morpher 4.8.6 is Live! (09/07/2025)</summary>

* \[MM-1161] Implemented Mesh Streaming Tool
* \[MM-1162] Fixed a bug where loading an RBF Controls asset would crash if canceled.

</details>

<details>

<summary>Mesh Morpher 4.8.5 is Live! (08/23/2025)</summary>

\[MM-1160] Fixed a bug where DNA blendshapes wouldn't be correctly saved

</details>

<details>

<summary>Mesh Morpher 4.8.4 is Live! (07/23/2025)</summary>

* \[MM-1154] Implemented the ability to switch LODs
* \[MM-1155] Implemented the ability to Sculpt LODs
* \[MM-1156] Implemented the ability to overwrite LODs with Create from Mesh Files
* \[MM-1157] Implemented the ability to export mesh LODs and Animation Curves applied to LODs
* \[MM-1158] Implemented the ability to export texture masks for LODs
* \[MM-1159] Improved Lock Camera in Wrapper

</details>

<details>

<summary>Mesh Morpher 4.8.3 is Live! (07/18/2025)</summary>

* \[MM-1147] Implemented feature aware correspondence finder in Wrapper.
* \[MM-1148] Implemented density aware correspondence finder in Wrapper.
* \[MM-1149] Implemented subdivision in Wrapper.
* \[MM-1150] Removed sampling from Wrapper.
* \[MM-1151] Implemented Anisotropic smoothing in Wrapper.
* \[MM-1152] GREATLY improved performance and quality in Wrapper.
* \[MM-1153] Simplified options in Wrapper. Now settings are more user-friendly.

</details>

<details>

<summary>Mesh Morpher 4.8.2 is Live! (07/11/2025)</summary>

* \[MM-1146] Handle body DNA correctly in 5.6

</details>

<details>

<summary>Mesh Morpher 4.8.1 is Live! (06/04/2025)</summary>

* \[MM-1145] DNA Compatibility with 5.6

</details>

<details>

<summary>Mesh Morpher 4.8.0 is Live! (05/26/2025)</summary>

* \[MM-1142] Fixed a possible bug with Inlier Finder in Wrapper
* \[MM-1143] Implemented the ability to load only rotations from bonesnapshots in Poser

</details>

<details>

<summary>Mesh Morpher 4.7.9 is Live! (05/25/2025)</summary>

* \[MM-1140] Changed the default Landmark Weight in Wrapper to 100
* \[MM-1141] Implemented Convert DNA expressions in Poser which allows us to convert expressions from one skeleton hierarchy to another.
* \[MM-1142] Fixed KNN in Wrapper\`s Affine Transformation

</details>

<details>

<summary>Mesh Morpher 4.7.8 is Live! (05/24/2025)</summary>

* \[MM-1137] Wrapper has greatly improved rigid fitting
* \[MM-1138] Wrapper has greatly improved non-rigid fitting
* \[MM-1139] Landmark system in Wrapper has been greatly improved

</details>

<details>

<summary>Mesh Morpher 4.7.7 is Live! (05/19/2025)</summary>

* \[MM-1136] Implemented Cage Deformer Tool

</details>

<details>

<summary>Mesh Morpher 4.7.6 is Live! (05/16/2025)</summary>

* \[MM-1135] Fixed a possible bug in RBF Deformer Tool that would crash the engine due to NaN transformation in certain cases.

</details>

<details>

<summary>Mesh Morpher 4.7.5 is Live! (05/16/2025)</summary>

* \[MM-1134] RBF Deformer Tool Transform gizmo now updates every frame instead of the end of transformation.

</details>

<details>

<summary>Mesh Morpher 4.7.4 is Live! (05/16/2025)</summary>

* \[MM-1133] RBF Deformer tool now supports full transformations. location, rotation, scale.

</details>

<details>

<summary>Mesh Morpher 4.7.3 is Live! (05/15/2025)</summary>

* \[MM-1127] Implemented Symmetry in RBF Deformer tool
* \[MM-1128] Implemented the ability to load/save RBF Control Points
* \[MM-1129] Implemented the ability to save pose as RBF Control Points asset
* \[MM-1130] RBF Deformer now has the ability to work with vertex selection
* \[MM-1131] RBF Deformer now has the ability to ignore boundary vertices
* \[MM-1132] Improve undo/redo system in RBF Deformer Tool

</details>

<details>

<summary>Mesh Morpher 4.7.2 is Live! (05/09/2025)</summary>

* \[MM-1126] Implemented new Skeleton Fitting algorithm that handles scaled down deformations much better.

</details>

<details>

<summary>Mesh Morpher 4.7.1 is Live! (05/01/2025)</summary>

* \[MM-1124] Mirroring Tool now has the ability to average the selected neighbors amount to the mirrored position. This allows for non-symmetric topologies to be mirrored at the cost of losing a little bit of detail due to averaging.
* \[MM-1125] Gaussian Kernel in RBF Deformer is now Local Kernel, as intended.

</details>

<details>

<summary>Mesh Morpher 4.7.0 is Live! (04/28/2025)</summary>

* \[MM-1123] Fixed Control Point creation in RBF Deformer in UE 5.5

</details>

<details>

<summary>Mesh Morpher 4.6.9 is Live! (04/28/2025)</summary>

* \[MM-1119] Implemented RBF Deformer sculpting tool
* \[MM-1120] Implemented rotation in Lattice deformer
* \[MM-1121] Wrapper has different vertex range variable for non-rigid and rigid fit
* \[MM-1122] bUpdateDNAAssetBlendshapes is enabled by default

</details>

<details>

<summary>Mesh Morpher 4.6.8 is Live! (04/20/2025)</summary>

* \[MM-1115] Improved Control Points(Landmarks) in Wrapper
* \[MM-1116] Improved Wrapper algorithm
* \[MM-1117] Implemented IDW in Wrapper to propagate deformation to different resolution mesh
* \[MM-1118] Implemented the ability to find correspondences in non-rigid algorithm in wrapper based on the Source mesh Surface.

</details>

<details>

<summary>Mesh Morpher 4.6.7 is Live! (04/17/2025)</summary>

* \[MM-1114] Fixed a bug with Transform Tool where Mesh Morpher would crash if the tool was open with a selection&#x20;

</details>

<details>

<summary>Mesh Morpher 4.6.6 is Live! (04/14/2025)</summary>

* \[MM-1110] Bone widget now displays index as well
* \[MM-1111] Improved Transform Tool
* \[MM-1112] Implemented the ability to Lock/Unlock bones in poser
* \[MM-1113] Creating new Morph Target shortcut(Ctrl + A) has been changed to Ctrl + Alt + A

</details>

<details>

<summary>Mesh Morpher 4.6.5 is Live! (04/08/2025)</summary>

* \[MM-1107] Improved creating DNA Expressions from Morph Targets
* \[MM-1108] Added the ability in Poser to disable re-inserting missing rotation attributes when Baking Expressions
* \[MM-1109] Having a Morph Target and Expression Curve selected when opening Create DNA Expression will not attempt to automatically match all other expressions

</details>

<details>

<summary>Mesh Morpher 4.6.4 is Live! (04/05/2025)</summary>

* \[MM-1106] Implemented the ability to Preserve Location in Blend Tool

</details>

<details>

<summary>Mesh Morpher 4.6.3 is Live! (04/04/2025)</summary>

* \[MM-1100] Removed Invert Masking Boolean
* \[MM-1101] Implemented Invert Selection
* \[MM-1102] Implemented Smoothing Outskirts in Restore Side and Manual Restore (Not Relative restore)
* \[MM-1103] Implemented Smoothing Outskirts in Transform Tool
* \[MM-1104] Implemented Smoothing Outskirts in Blend Tool
* \[MM-1105] Improved Undo/Redo in Transform Tool

</details>

<details>

<summary>Mesh Morpher 4.6.2 is Live! (03/25/2025)</summary>

* \[MM-1098] Fixed a possible crash when trying to save a morph target on a mesh with corrupted import data
* \[MM-1099] Implemented Inverse Skinning in wrapper

</details>

<details>

<summary>Mesh Morpher 4.6.1 is Live! (03/14/2025)</summary>

* \[MM-1096] Implemented Map asset for Create DNA Expression from Morph Target
* \[MM-1097] Create DNA Expression from Morph Target now first search for matching Morph Targets

</details>

<details>

<summary>Mesh Morpher 4.6.0 is Live! (03/13/2025)</summary>

* \[MM-1089] Implemented the ability to add DNA Bones to Expressions&#x20;
* \[MM-1090] Implemented the ability to view all expressions associated with DNA Bones&#x20;
* \[MM-1091] Fixed a possible DNA bug where adding rotations to certain bones and expressions wouldn't work due to DNA pruning&#x20;
* \[MM-1092] Show DNA Expressions Bones now displays the bones in Bone List in Poser&#x20;
* \[MM-1093] Implemented the ability to bulk Create DNA expressions&#x20;
* \[MM-1094] Added Toolbar button and icon for Create DNA Expression from Morph Target&#x20;
* \[MM-1095] Added asset icons and thumbnail for Bonesnapshot, Standalone Morph Target and Standalone Mask Selection

</details>

<details>

<summary>Mesh Morpher 4.5.9 is Live! (03/02/2025)</summary>

* \[MM-1088] Create DNA Expressions now has the ability to automatically bake the DNA expression

</details>

<details>

<summary>Mesh Morpher 4.5.8 is Live! (02/26/2025)</summary>

* \[MM-1082] Added an UV sampler as a secondary failover on UV Matching across Mesh Morpher&#x20;
* \[MM-1083] Fixed a bug with material in Append Mesh&#x20;
* \[MM-1084] Transfer Weights now allows to transfer weights to meshes based on Closest Point and UV Matching
* &#x20;\[MM-1085] Transfer Weights now allows to fit skeleton based on the new weights&#x20;
* \[MM-1086] Transfer Weights now also transfers DNA asset, post process blueprint and default animation rig&#x20;
* \[MM-1087] Transfer Weights now has persistent settings.

</details>

<details>

<summary>Mesh Morpher 4.5.7 is Live! (02/24/2025)</summary>

* \[MM-1079] Implemented Transfer Weights by UV Match in Append Mesh&#x20;
* \[MM-1080] Baking grooms now checks for decimation settings in Groom Asset. If decimation values are not 1.0 then baking gets skipped&#x20;
* \[MM-1081] Improved Matching By UV across Mesh Morpher. Vertices with no exact UV match are now UV projected to find their correspondence

</details>

<details>

<summary>Mesh Morpher 4.5.6 is Live! (02/18/2025)</summary>

\[MM-1077] Implemented undo/redo for irreversible functions&#x20;

\[MM-1078] Implemented the ability to manually check for updates

</details>

<details>

<summary>Mesh Morpher 4.5.5 is Live! (02/16/2025)</summary>

* \[MM-1074] Fixed a bug with delete Morph target&#x20;
* \[MM-1075] Fixed a bug with rename Morph target&#x20;
* \[MM-1076] Added undo/redo for Morph Target operations

</details>

<details>

<summary>Mesh Morpher 4.5.4 is Live! (02/13/2025)</summary>

* \[MM-1072] Fixed a possible issue with Rename Morph Targets&#x20;
* \[MM-1073] Fixed possible crashes across Mesh Morpher

</details>

<details>

<summary>Mesh Morpher 4.5.3 is Live! (02/13/2025)</summary>

* \[MM-1070] Implemented the ability to add animation curves
* &#x20;\[MM-1071] Implemented the ability to remove selected animation curves

</details>

{% content-ref url="/pages/kMw1mqKAPyDJNIiYL6xc" %}
[Patch Notes Archive](/patch-notes/patch-notes-archive)
{% endcontent-ref %}


# Patch Notes Archive

Live Patch Updates - expand to see details

<details>

<summary>Mesh Morpher 4.5.2 is Live! (02/12/2025)</summary>

* \[MM-1068] Regenerating Import Data has been greatly improved and now preserves Morph Targets&#x20;
* \[MM-1069] Implemented an extra validation in PoseDeltas so Mesh Morpher won't crash when the skeletal meshes are corrupted

</details>

<details>

<summary>Mesh Morpher 4.5.1 is Live! (02/11/2025)</summary>

* \[MM-1066] Implemented the ability to Merge Skeleton in Append Mesh&#x20;
* \[MM-1067] Implemented the ability to set LOD Mapping in Append Mesh

</details>

<details>

<summary>Mesh Morpher 4.5.0 is Live! (02/7/2025)</summary>

* \[MM-1056] Implemented the ability to automatically create correctives for fitted dna expressions&#x20;
* \[MM-1057] Implemented Inverse Skinning in Poser in Update From Pose&#x20;
* \[MM-1058] Implemented DQS in Create from Mesh Files&#x20;
* \[MM-1059] Implemented DQS in Pose&#x20;
* \[MM-1060] Implemented DQS in Component Capture&#x20;
* \[MM-1061] Implemented Create DNA Expression with DQS, which replaces the old To Bonesnapshot with advanced fitting enabled&#x20;
* \[MM-1062] Implemented Dual Quaternion Skinning in Sculpt Tools&#x20;
* \[MM-1063] Added Transfer DNA icon&#x20;
* \[MM-1064] Added the ability to enable/disable Bone Smoothing in Create DNA Expression
* \[MM-1065] Fixed a bug when Adding new Morph Target with an existing name that is not empty wouldn't work

</details>

<details>

<summary>Mesh Morpher 4.4.9 is Live! (02/5/2025)</summary>

* \[MM-1065] Fixed a bug when Adding new Morph Target with an existing name that is not empty wouldn't work

</details>

<details>

<summary>Mesh Morpher 4.4.8 is Live! (02/4/2025)</summary>

* \[MM-1054] Implemented the ability to remap morph targets&#x20;
* \[MM-1055] Renaming Morph Targets now asks to overwrite existing morph target if already exists.

</details>

<details>

<summary>Mesh Morpher 4.4.7 is Live! (02/2/2025)</summary>

* \[MM-1051] Added the ability to Save/Load/Reset Mappings in Transfer DNA&#x20;
* \[MM-1052] Matching Pivots in Transfer DNA now works correctly without having to re-bake the mesh&#x20;
* \[MM-1053] Implemented the ability to zero expressions in Transfer DNA

</details>

<details>

<summary>Mesh Morpher 4.4.6.2 is Live! (02/1/2025)</summary>

* \[MM-1050] Fixed a bug where setting a Start Bone in Transfer DNA would crash

</details>

<details>

<summary>Mesh Morpher 4.4.6.1 is Live! (02/1/2025)</summary>

* \[MM-1049] Fixed Transfer DNA to work with any skeleton hierarchy

</details>

<details>

<summary>Mesh Morpher 4.4.6 is Live! (01/31/2025)</summary>

* \[MM-1047] Fixed a bug with Load Expression in Poser&#x20;
* \[MM-1048] Implemented Transfer DNA

</details>

<details>

<summary>Mesh Morpher 4.4.5 is Live! (01/30/2025)</summary>

* \[MM-1045] License keys are stored more securely&#x20;
* \[MM-1046] Adding multiple morph targets now is fast

</details>

<details>

<summary>Mesh Morpher 4.4.4 is Live! (01/26/2025)</summary>

* \[MM-1043] Mirroring Poses Drivers in Pose Driver Editor now also mirrors pose names&#x20;
* \[MM-1044] Implemented the ability to rename Poses in Pose Driver Editor

</details>

<details>

<summary>Mesh Morpher 4.4.3 is Live! (01/25/2025)</summary>

* \[MM-1038] Improved wireframe display for selection in sculpt tools&#x20;
* \[MM-1039] Skeletal mesh shows as selected in Create from Mesh Files&#x20;
* \[MM-1040] Drawing selection in wireframe mode now uses mask selection wireframe setting&#x20;
* \[MM-1041] Implemented marquee bone selection in poser and wrapper&#x20;
* \[MM-1042] Transforming a bone selection now works properly if the selection has both parent and child bones

</details>

<details>

<summary>Mesh Morpher 4.4.2 is Live! (01/23/2025)</summary>

* \[MM-1034] Fixed a crash where On End PIE would crash when trying to restore a skeletal mesh created at runtime&#x20;
* \[MM-1035] Fixed a bug where bulk exporting standalone morph targets would crash when canceling in the select folder dialog&#x20;
* \[MM-1036] Fixed a bug in sculpt tools where indicator brush settings wouldn't update unless closing and re-opening the tool&#x20;
* \[MM-1037] Wireframe mode now displays colored selection

</details>

<details>

<summary>Mesh Morpher 4.4.1 is Live! (01/18/2025)</summary>

* \[MM-1033] Fixed a possible crash on Recompute Normals

</details>

<details>

<summary>Mesh Morpher 4.4.0 is Live! (01/18/2025)</summary>

* \[MM-1031] Fixed a bug in Append Meshes where appending an auto-generated LOD would crash&#x20;
* \[MM-1032] Fixed a possible crash in Remove from Mesh

</details>

<details>

<summary>Mesh Morpher 4.3.9 is Live! (01/18/2025)</summary>

* \[MM-1027] Changing FOV now immediately updates in viewport&#x20;
* \[MM-1028] Implemented the ability to disable Surface Projection in Copy Morph Target&#x20;
* \[MM-1029] Copying Bulk Morph Targets now notifies users on finish&#x20;
* \[MM-1030] Implemented the ability to bake groom assets on mesh bake

</details>

<details>

<summary>Mesh Morpher 4.3.8 is Live! (01/11/2025)</summary>

* \[MM-1025] Fixed a bug with Remove from Mesh where re-indexing material ids wouldn't work properly.&#x20;
* \[MM-1026] Fixed icon in Append Meshes

</details>

<details>

<summary>Mesh Morpher 4.3.7 is Live! (01/10/2025)</summary>

* \[MM-1023] Implemented the ability to bulk export to standalone morph targets&#x20;
* \[MM-1024] Fixed a bug that would crash PIE when end play on duplicated skeletal mesh

</details>

<details>

<summary>Mesh Morpher 4.3.6 is Live! (01/05/2025)</summary>

* \[MM-1020] Fixed a bug where brush sphere indicators wouldn't be set to invisible once a sculpt tool is unloaded.&#x20;
* \[MM-1021] Fixed Marquee selection in Lattice tool to work with all desktop resolutions&#x20;
* \[MM-1022] Fixed Marquee selection in Masking to work with all desktop resolutions

</details>

<details>

<summary>Mesh Morpher 4.3.5 is Live! (12/25/2024)</summary>

* \[MM-1019] Brush Size and Symmetry option in sculpting tools have been moved outside of the side panel.

</details>

<details>

<summary>Mesh Morpher 4.3.4 is Live! (12/22/2024)</summary>

* \[MM-1018] Implemented marquee selection in sculpting tools.

</details>

<details>

<summary>Mesh Morpher 4.3.3 is Live! (12/20/2024)</summary>

* \[MM-1012] Capturing Component now works without deformer graphs enabled&#x20;
* \[MM-1013] Fixed a bug with Displace and Laplacian Smooth tools where dragging cursor on top of the mesh would apply Move tool.&#x20;
* \[MM-1014] Mirror Tool is now moved to separate tool.&#x20;
* \[MM-1015] Added the ability to draw skeleton in sculpting tools.
* \[MM-1016] Implemented the ability to set selection bone pivot in sculpt tools.&#x20;
* \[MM-1017] Implemented the ability to capture Bonesnapshot from Sequencer Component

</details>

<details>

<summary>Mesh Morpher 4.3.2 is Live! (12/19/2024)</summary>

* \[MM-1008] Implemented the ability to select Lattice points inside meshes&#x20;
* \[MM-1009] Reset and Refresh Curves are now disabled when no mesh is selected&#x20;
* \[MM-1010] Lattice deformer now supports multiple selection. Hold shift to remove from selection, hold control to add to selection.&#x20;
* \[MM-1011] Implemented Lattice symmetry

</details>

<details>

<summary>Mesh Morpher 4.3.1 is Live! (12/17/2024)</summary>

* \[MM-1005] Implemented "Recents" in Mesh Morpher Toolkit&#x20;
* \[MM-1006] Implemented the ability to refresh Morph Targets/Curves list&#x20;
* \[MM-1007] Capturing Component can take a NewMorphName input

</details>

<details>

<summary>Mesh Morpher 4.3.0 is Live! (12/15/2024)</summary>

* \[MM-1000] Mesh Morpher now fully works with Corrective Morph Targets&#x20;
* \[MM-1001] Improved Capturing Skeletal Mesh Components&#x20;
* \[MM-1002] Create from FBX now fully works with Corrective Morph Targets&#x20;
* \[MM-1003] Capturing Skeletal Mesh Components now fully works with Corrective Morph Targets&#x20;
* \[MM-1004] Implemented the option to load Morph Target in or without pose.

</details>

<details>

<summary>Mesh Morpher 4.2.9 is Live! (12/14/2024)</summary>

* \[MM-995] Improved Copy Morph Target algorithm&#x20;
* \[MM-996] Copy Morph Target now allows target selections assets.&#x20;
* \[MM-997] Fixed a bug in To Mesh Deformer where Mesh Morpher would crash due to wrong vertex indices passed&#x20;
* \[MM-998] Implemented the ability to create a Morph Target from current render state on selected component in sequencer/levelviewport&#x20;
* \[MM-999] Create a Deformer Graph that can be assigned to skeletal meshes to apply deformations post skinning

</details>

<details>

<summary>Mesh Morpher 4.2.8 is Live! (12/11/2024)</summary>

* \[MM-988] Implemented the ability to bake to Skeleton Asset&#x20;
* \[MM-989] Implemented the ability to not load driven bones when loading Pose Drivers from Anim BP&#x20;
* \[MM-990] Implemented the ability to move Up and Down Pose drivers in the list&#x20;
* \[MM-991] Implemented the ability to write Morph Targets to Pose Drivers&#x20;
* \[MM-992] Load Pose Drivers from Anim BP has new dialog window&#x20;
* \[MM-993] Save Pose Drivers to Anim BP has new dialog window&#x20;
* \[MM-994] Fixed a bug where selecting a bone from the viewport wouldn't automatically scroll to it in the bone list.

</details>

<details>

<summary>Mesh Morpher 4.2.7 is Live! (12/07/2024)</summary>

* \[MM-987] Fixed Remesh to Target Edge Length

</details>

<details>

<summary>Mesh Morpher 4.2.6 is Live! (12/05/2024)</summary>

* \[MM-986] Implemented the ability to stitch meshes and morph targets by Bone Weights. This assumes the boundary vertices of the meshes already have the correct topology and bone weights and that at some point they were playing nice together. This new functionality has been tested with Meta Humans only and it doesn't work with different body types. It's intended to repair meta humans and not extend them to automatically stitch head to different body types or vice versa.

</details>

<details>

<summary>Mesh Morpher 4.2.5 is Live! (12/01/2024)</summary>

* \[MM-985] Fixed a bug in Create Morph Target from Mesh.

</details>

<details>

<summary>Mesh Morpher 4.2.4 is Live! (11/24/2024)</summary>

* \[MM-983] Exporting to OBJ from Poser now exports render data.&#x20;
* \[MM-984] Fixed a bug with Copy Morph Target that would crash Mesh Morpher in certain cases.

</details>

<details>

<summary>Mesh Morpher 4.2.3 is Live! (11/12/2024)</summary>

* \[MM-981] Bone List in Poser now has its own Tab. This allows for better access and interaction with skeletons.&#x20;
* \[MM-982] Sculpt Tools now display specific properties in a separate movable widget.

</details>

<details>

<summary>Mesh Morpher 4.2.2 is Live! (11/07/2024)</summary>

* \[MM-979] Fixed a bug where selecting a DNA expression wouldn't mark it's correspondent Morph Target if the Morph Target was empty&#x20;
* \[MM-980] Fixed a bug where saving an empty Morph Target wouldn't go through.

</details>

<details>

<summary>Mesh Morpher 4.2.1 is Live! (10/31/2024)</summary>

* \[MM-974] Implemented the ability to set Magnitude to DNA expressions&#x20;
* \[MM-975] Fixed a possible crash in Remove Mesh Data&#x20;
* \[MM-976] Bake Skeleton in Poser has been renamed to Bake&#x20;
* \[MM-977] Bake Morph Target has been removed. Poser can be used to Bake Morph Targets&#x20;
* \[MM-978] Fixed an issue where Mesh Morpher would crash when saving morph targets for meshes that have vertices with no triangles

</details>

<details>

<summary>Mesh Morpher 4.2.0 is Live! (10/29/2024)</summary>

* \[MM-971] Fixed a bug Bake Skeletal Mesh where baking would sometimes offset the mesh&#x20;
* \[MM-972] Fixed a bug Bake Skeleton in Poser where baking would sometimes offset the mesh&#x20;
* \[MM-973] Implemented the ability to load Post Process animation blueprint with rotation only

</details>

<details>

<summary>Mesh Morpher 4.1.9 is Live! (10/23/2024)</summary>

* \[MM-970] Morph Target to Bonesnapshot is using again Render Data due to the fact that some skeletal meshes(meta human bodies as well) can have corrupted import data.

</details>

<details>

<summary>Mesh Morpher 4.1.8.3 is Live! (10/20/2024)</summary>

* \[MM-968] Fixed a possible bug where subdividing a mask selection with boundary edges would crash Mesh Morpher&#x20;
* \[MM-969] Fixed a bug where exporting a Morph Target with no deltas with export an empty file instead of the neutral mesh.

</details>

<details>

<summary>Mesh Morpher 4.1.8.2 is Live! (10/19/2024)</summary>

* \[MM-967] Fixed a possible bug that would crash Mesh Morpher when loading skeletal meshes with corrupted triangle data.

</details>

<details>

<summary>Mesh Morpher 4.1.8.1 is Live! (10/18/2024)</summary>

* \[MM-965] Fixed a bug in 5.5 Preview 1 that prevented settings to be saved.&#x20;
* \[MM-966] Fixed various small bugs across Mesh Morpher

</details>

<details>

<summary>Mesh Morpher 4.1.8 is Live! (10/18/2024)</summary>

* \[MM-962] Fixed a bug in Append Meshes where when multiple meshes were appended at once the weights would be transferred only to the first one.&#x20;
* \[MM-963] Loading Pose Drivers from Anim BP now loads the neutral pose from skeletal mesh.&#x20;
* \[MM-964] Saving Pose Drivers now makes sure no duplicate curve names are generated.

</details>

<details>

<summary>Mesh Morpher 4.1.7.1 is Live! (10/09/2024)</summary>

* \[MM-961] Loading Pose Drivers from Anim BP now correctly adds rotation to the source bone even when the pose drivers assets don't match the skeletal mesh.

</details>

<details>

<summary>Mesh Morpher 4.1.7 is Live! (10/08/2024)</summary>

* \[MM-957] Implemented the ability to update neutral poses in pose drivers for selected post process anim bp&#x20;
* \[MM-958] Implemented the ability to load in Poser pose drivers from selected post process anim bp&#x20;
* \[MM-959] Improved the saving of pose drivers to animation blueprints&#x20;
* \[MM-960] Morph Target to Bonesnapshot now uses import data

</details>

<details>

<summary>Mesh Morpher 4.1.6.1 is Live! (10/07/2024)</summary>

* \[MM-956] Fixed a bug with alembic support in UE 5.4 and above

</details>

<details>

<summary>Mesh Morpher 4.1.6 is Live! (10/06/2024)</summary>

* \[MM-955] Internally Mesh Morpher now uses import data and on export render data

</details>

<details>

<summary>Mesh Morpher 4.1.5 is Live! (10/05/2024)</summary>

* \[MM-952] Fixed a bug with Remove from Mesh where bone weights wouldn't be correctly Removed.&#x20;
* \[MM-953] Standalone Selection now works correctly in Remove From Mesh and Remesher.
* \[MM-954] Fixed a newly introduced bug that prevented saving setting and patch notifications.

</details>

<details>

<summary>Mesh Morpher 4.1.4 is Live! (10/04/2024)</summary>

* \[MM-948] Huge Refactoring on the underlying morph target and baking functionality in UE 5.4 and above. This refactoring should ease up further development.
* \[MM-949] Fixed a bug that would crash Mesh Morpher when generating a bonesnapshot from a morph target and the skeleton would contain virtual bones.&#x20;
* \[MM-950] Implemented the ability to generate an Animation Sequence with random poses for ML Deformer&#x20;
* \[MM-951] Morph Target LOD projection now uses only Closest Neighbor

UE 5.2 and 5.3 are now in Legacy support.

</details>

<details>

<summary>Mesh Morpher 4.1.3 is Live! (09/30/2024)</summary>

* \[MM-946] Implemented the ability to mark and focus associated corrective morph targets for Meta Human expressions
* \[MM-947] In poser, enabling an animation curve will not reset the Morph Targets

</details>

<details>

<summary>Mesh Morpher 4.1.2 is Live! (09/27/2024)</summary>

* \[MM-944] Implemented the ability to re-orient bones on Bake Skeleton in Poser&#x20;
* \[MM-945] Implemented the ability to stick bones to the closest bone segment in Poser

</details>

<details>

<summary>Mesh Morpher 4.1.1 is Live! (09/23/2024)</summary>

* \[MM-941] Append Mesh now has a preview&#x20;
* \[MM-942] Implemented the ability in Append Mesh to transform appended meshes&#x20;
* \[MM-943] Improved Bone Orientation in Morph Target to Bonesnapshot

</details>

<details>

<summary>Mesh Morpher 4.1.0 is Live! (09/19/2024)</summary>

* \[MM-938] Remove Section is now called Remove Mesh Data&#x20;
* \[MM-939] Implemented the ability to remove standalone selection in Remove Mesh Data&#x20;
* \[MM-940] Implemented the ability to preview in Remove Mesh Data

</details>

<details>

<summary>Mesh Morpher 4.0.9 is Live! (09/14/2024)</summary>

* \[MM-936] Implemented the ability to recalculate bone orientation in Morph Target to Bonesnapshot&#x20;
* \[MM-937] Implemented the ability to set a bone where recalculating orientation stops in Morph Target to Bonesnapshot

</details>

<details>

<summary>Mesh Morpher 4.0.8 is Live! (09/09/2024)</summary>

* \[MM-932] Implemented the ability to load Bonesnapshots in Bone space.&#x20;
* \[MM-933] Fixed a bug with frame number text input in main window which didn't allow to correctly scroll through frames.&#x20;
* \[MM-934] Implemented a slider in Poser which allows to navigate through animation sequences directly.&#x20;
* \[MM-935] Implemented the ability to update a frame in an animation sequence.

</details>

<details>

<summary>Mesh Morpher 4.0.7 is Live! (09/04/2024)</summary>

* \[MM-926] Subdivision now has Preview&#x20;
* \[MM-927] Greatly improved subdivision algorithm&#x20;
* \[MM-928] Implemented Remesher&#x20;
* \[MM-929] Smooth Tool now can automatically ignore boundary vertices&#x20;
* \[MM-930] Projecting Morph Targets has been slightly improved&#x20;
* \[MM-931] Fixed some possible crashes with Mesh Morpher Mesh Component

</details>

<details>

<summary>Mesh Morpher 4.0.6 is Live! (08/20/2024)</summary>

* \[MM-925] Implemented the ability to Hide sections in Sculpting Tools.

</details>

<details>

<summary>Mesh Morpher 4.0.5 is Live! (07/27/2024)</summary>

* \[MM-921] Implemented Grab Sculpt Tool&#x20;
* \[MM-922] Implemented Scale Sculpt Tool&#x20;
* \[MM-923] Implemented Twist Sculpt Tool&#x20;
* \[MM-924] Implemented Sculpt tool falloff types

</details>

<details>

<summary>Mesh Morpher 4.0.4 is Live! (07/26/2024)</summary>

* \[MM-919] Implemented the ability to load a bonesnapshot with Pivot Editor enabled&#x20;
* \[MM-920] Slightly improved Spike Smoother in Laplacian Smooth Tool

</details>

<details>

<summary>Mesh Morpher 4.0.3 is Live! (07/16/2024)</summary>

* \[MM-916] Added menu to RigLogicNoBones node&#x20;
* \[MM-917] Implemented the ability to paste bones from clipboard in RigLogicNoBone node&#x20;
* \[MM-918] Implemented the ability to clear selected bones in RigLogicNoBone node

</details>

<details>

<summary>Mesh Morpher 4.0.2 is Live! (07/15/2024)</summary>

* \[MM-915] Added the ability in RigLogic anim node to select bones to ignore

</details>

<details>

<summary>Mesh Morpher 4.0.1 is Live! (07/14/2024)</summary>

* \[MM-911] Blend Sculpt tool now has 3 Blend Types: Replace, Append and Subtract&#x20;
* \[MM-912] Move Tool now correctly moves along the Normals&#x20;
* \[MM-913] Fixed a bug with export animation curves with bone movement to morph targets or obj files where the export in certain cases wouldn't be completely accurate.&#x20;
* \[MM-914] Implemented a new animation node Anim Node Rig Logic No Bones which is a variant of the engine's Rig Logic node but without any bone movement.

</details>

<details>

<summary>Mesh Morpher 4.0.0 is Live! (07/12/2024)</summary>

* \[MM-904] Fixed a bug that would crash the engine on close when Mesh Morpher was opened with additional viewport windows(Poser etc)&#x20;
* \[MM-905] Implemented the ability to transform bone selection in Poser.&#x20;
* \[MM-906] Set Pivot from Selected Section now supports multiple bone selection&#x20;
* \[MM-907] Add axis rotation now supports multiple bone selection&#x20;
* \[MM-908] Adding Selected Bones to Pose Driver now supports multiple bone selection&#x20;
* \[MM-909] Fixed a bug that wouldn't close the child Windows on Skeletal Mesh change&#x20;
* \[MM-910] Transform Widget in Poser now supports Local and World Transforms

</details>

<details>

<summary>Mesh Morpher 3.9.9 is Live! (07/10/2024)</summary>

* \[MM-901] Implemented MoveCurvesToSkeleton&#x20;
* \[MM-902] Implemented MoveCurvesToMesh&#x20;
* \[MM-903] Fixed a newly introduced bug in 5.2 that wouldn't open the sculpting tools when a morph target was selected

</details>

<details>

<summary>Mesh Morpher 3.9.8.1 is Live! (07/09/2024)</summary>

* \[MM-900] Fixed a bug where windows with viewports wouldn't be properly cleaned up resulting in gpu memory getting filled

</details>

<details>

<summary>Mesh Morpher 3.9.8 is Live! (07/09/2024)</summary>

* \[MM-898] Reset in Poser now correctly reset bones&#x20;
* \[MM-899] Fixed a bug where the meta human dna would cache only morph targets containing deltas.

</details>

<details>

<summary>Mesh Morpher 3.9.7 is Live! (07/05/2024)</summary>

* \[MM-895] Fixed a bug where baking DNA Mesh data wouldn't write correct normals&#x20;
* \[MM-896] DNA To OBJ now exports section names&#x20;
* \[MM-897] Implemented the ability to set scale and color on DNA to OBJ export
* Updater.exe has been compiled now for x64 allowing bigger downloads. (Requires package download from website)

</details>

<details>

<summary>Mesh Morpher 3.9.6 is Live! (07/05/2024)</summary>

* \[MM-894] Implemented the ability to export DNA asset to OBJ

</details>

<details>

<summary>Mesh Morpher 3.9.5 is Live! (07/02/2024)</summary>

* \[MM-889] Implemented Blend Sculpt Tool&#x20;
* \[MM-890] Baking DNA Bone Expression attempts to rebuild the mesh&#x20;
* \[MM-891] Implemented the ability to Reset bone selection&#x20;
* \[MM-892] Fixed a bug where Control Points and Ruler Points would not be rendered correctly with DPI Scale&#x20;
* \[MM-893] Slightly improved the speed of wrapper

</details>

<details>

<summary>Mesh Morpher 3.9.4 is Live! (06/25/2024)</summary>

* \[MM-887] Greatly improved Wrapping algorithm&#x20;
* \[MM-888] Fixed a newly introduced bug with Copy Morph Targets

</details>

<details>

<summary>Mesh Morpher 3.9.3 is Live! (06/24/2024)</summary>

* \[MM-882] Expression Bones are now color coded in the Bone List as well&#x20;
* \[MM-883] Baking Meta Human Heads now automatically attempts to fix eye pivot bones. This can be Disabled in Bake Skeleton window.&#x20;
* \[MM-884] Enabling an Animation curves now refreshes and resets enabled Morph Targets.&#x20;
* \[MM-885] Add Morph Target now allows multiple row input enabling multiple morph target creation at once.&#x20;
* \[MM-886] Fixed a bug on Mac where selecting a file in Create from Mesh File would hang the engine

</details>

<details>

<summary>Mesh Morpher 3.9.2 is Live! (06/14/2024)</summary>

* \[MM-878] Bone Transform Widget in Poser now allows copy and paste&#x20;
* \[MM-879] Fixed a bug that would crash the engine when Bone Options Tab was hidden and then shown again in Poser&#x20;
* \[MM-880] Advanced Fitting settings are now persistent&#x20;
* \[MM-881] Implemented a Toolbar in Poser

</details>

<details>

<summary>Mesh Morpher 3.9.1 is Live! (06/13/2024)</summary>

* \[MM-876] Fixed a bug with Flatten Tool&#x20;
* \[MM-877] Fixed a bug with Plane Tool

</details>

<details>

<summary>Mesh Morpher 3.9.0 is Live! (06/12/2024)</summary>

* \[MM-875] Implemented Advanced Bone Fitting for DNA Bone Expressions

</details>

<details>

<summary>Mesh Morpher 3.8.9 is Live! (06/12/2024)</summary>

* \[MM-873] Improved Mirroring Morph Targets&#x20;
* \[MM-874] Fixed a possible crash in 5.4.2

</details>

<details>

<summary>Mesh Morpher 3.8.8 is Live! (06/10/2024)</summary>

* \[MM-869] Updated icon colors&#x20;
* \[MM-870] Selected DNA bone expression now have their affected bones color coded&#x20;
* \[MM-871] Fixed a bug in Remove Section where changing the LOD index wouldn't always refresh the list with the LOD sections&#x20;
* \[MM-872] Bake DNA Expression now asks for confirmation

</details>

<details>

<summary>Mesh Morpher 3.8.7 is Live! (06/08/2024)</summary>

* \[MM-867] Greatly improved Meta Human DNA Bone Expressions Baking&#x20;
* \[MM-868] Implemented the ability to move a bone without affecting its children

</details>

<details>

<summary>Mesh Morpher 3.8.6 is Live! (06/07/2024)</summary>

* \[MM-862] Fixed a bug that would crash the Engine on shutdown after Mesh Morpher was opened (UE 5.4.2).&#x20;
* \[MM-863] Ability to write to dna file the bone expression changes.&#x20;
* \[MM-864] Implemented the ability to Load Expression which loads from a bonesnapshots only the bones associated with the expression.&#x20;
* \[MM-865] Implemented the ability to update DNA bone expression from a bonesnapshot&#x20;
* \[MM-866] Updated UI theme (Thanks to Yassine Rahal)

</details>

<details>

<summary>Mesh Morpher 3.8.5.2 is Live! (06/06/2024)</summary>

* \[MM-861] Fixed a bug where DNA Bone expression changes wouldn\`t be correctly calculated.

</details>

<details>

<summary>Mesh Morpher 3.8.5.1 is Live! (06/05/2024)</summary>

* \[MM-860] DNA Bone Expression changes can be exported to dna file

</details>

<details>

<summary>Mesh Morpher 3.8.5 is Live! (06/05/2024)</summary>

* \[MM-858] Implemented the ability to modify and bake DNA expressions (bone expressions)&#x20;
* \[MM-859] Implemented the ability to display bones affected by DNA expression

</details>

<details>

<summary>Mesh Morpher 3.8.4 is Live! (06/03/2024)</summary>

* \[MM-852] Implemented the ability to Mirror Morph Targets&#x20;
* \[MM-853] Implemented the ability to Mirror Poses&#x20;
* \[MM-854] Implemented the ability to set End Bone on Bonesnapshot save&#x20;
* \[MM-855] Implemented the ability to Remove Sections(experimental)&#x20;
* \[MM-856] Alembic exporter now captures cloth simulation&#x20;
* \[MM-857] Alembic exporter now captures physics simulation

</details>

<details>

<summary>Mesh Morpher 3.8.3 is Live! (05/23/2024)</summary>

* \[MM-849] Implemented Fix Spikes in Laplacian Smooth tool&#x20;
* \[MM-850] Alembic exporter now captures curves from animation sequence.&#x20;
* \[MM-851] Mesh Morpher now displays animation curves from skeletal meshes as well instead of only from skeleton

</details>

<details>

<summary>Mesh Morpher 3.8.2 is Live! (05/16/2024)</summary>

* \[MM-846] Implemented another layer of poses to be loaded. Users can now load Bonesnapshots and Sequences simultaneously. This should allow for extra possibilities when creating correctives for more complex poses.&#x20;
* \[MM-847] Alembic Exporter now evaluates animation sequence completely.&#x20;
* \[MM-848] Changing Pose or Reference Mesh now asks if the current opened Morph Target(if any) should be saved.

</details>

<details>

<summary>Mesh Morpher 3.8.1 is Live! (05/07/2024)</summary>

* \[MM-845] Fixed a bug with stitching

</details>

<details>

<summary>Mesh Morpher 3.8.0 is Live! (05/07/2024)</summary>

* \[MM-844] Modal windows now automatically scale based on resolution

</details>

<details>

<summary>Mesh Morpher 3.7.9 is Live! (05/05/2024)</summary>

* \[MM-842] Improved OBJ exporter&#x20;
* \[MM-843] Improved OBJ importer

</details>

<details>

<summary>Mesh Morpher 3.7.8 is Live! (05/01/2024)</summary>

* \[MM-841] Fixed a possible bug with Recompute Normals where applying new normals would crash in certain cases after a mesh was appended.

</details>

<details>

<summary>Mesh Morpher 3.7.7 is Live! (05/01/2024)</summary>

* \[MM-838] Implemented a workaround for 5.4 bug with Persona that doesn't clear correctly its binding when the Persona window is closed. This resulted in a crash on mesh rebuild.&#x20;
* \[MM-839] There is a new MaxKNN option in Edit->Settings that attempts to speed up the projection in certain operations. Higher values would mean more time to project.&#x20;
* \[MM-840] Fixed a bug in Append Mesh where each LOD iteration would attempt to rebuild the mesh.

</details>

<details>

<summary>Mesh Morpher 3.7.6 is Live! (04/30/2024)</summary>

* \[MM-836] Improved Append Mesh&#x20;
* \[MM-837] Fixed Transform tool bug where it wouldn't work correctly while scaling and rotating with preserve pivot point enabled.

</details>

<details>

<summary>Mesh Morpher 3.7.5 is Live! (04/30/2024)</summary>

* \[MM-834] Subdivision and Mesh Append now preserve correctly all attributes.&#x20;
* \[MM-835] Implemented a possible fix for engine crash when mesh gets rebuild while opened in Persona

</details>

<details>

<summary>Mesh Morpher 3.7.4 is Live! (04/29/2024)</summary>

* \[MM-831] Implemented the ability to export Quad OBJs&#x20;
* \[MM-832] Fixed a bug with Lattice Deformer Tool where the normals and spatial data wouldn't be regenerated on undo/redo&#x20;
* \[MM-833] Fixed a bug with Transform Tool where the normals and spatial data wouldn't be regenerated on undo/redo

</details>

<details>

<summary>Mesh Morpher 3.7.3.1 is Live! (04/26/2024)</summary>

\[MM-830] Fixed a bug with stitching where stitching wouldn't correctly work with enabled morph targets on reference mesh and when the delta vertices moved the boundary vertices away from their location..

</details>

<details>

<summary>Mesh Morpher 3.7.3 is Live! (04/25/2024)</summary>

* \[MM-824] Stitching now correctly recomputes normals&#x20;
* \[MM-825] Stitching now preserves settings&#x20;
* \[MM-826] Append mesh now preserves settings&#x20;
* \[MM-827] Recompute Normals now preserves settings&#x20;
* \[MM-828] Subdivide now preserves settings&#x20;
* \[MM-829] Laplacian Smoothing now preserves settings

</details>

<details>

<summary>Mesh Morpher 3.7.2 is Live! (04/23/2024)</summary>

* \[MM-816] Improved Subdivision&#x20;
* \[MM-817] Implemented Laplacian and Corrective Smoothing&#x20;
* \[MM-818] Implemented the ability to subdivide selected sections&#x20;
* \[MM-819] Improved the speed of ICP algorithm for certain operations&#x20;
* \[MM-820] Improved Stitch Morph Target algorithm&#x20;
* \[MM-821] Stitch Morph Target can now position on the closest edge. Useful for meshes with different vertex density.&#x20;
* \[MM-822] Implemented the ability to merge skeletons&#x20;
* \[MM-823] Load Bonesnapshot node is now available in Control Rig as well (only 5.4 and as experimental as it gets)

</details>

<details>

<summary>Mesh Morpher 3.7.1 is Live! (04/13/2024)</summary>

* \[MM-812] Fixed a newly introduced bug that would prevent getting correct correspondent from skeletal to welded mesh&#x20;
* \[MM-813] OBJ export now exports per section color if selected&#x20;
* \[MM-814] Fixed a bug that would prevent correct bulk animation curve export&#x20;
* \[MM-815] Mesh Morpher can now be packaged in 5.4

</details>

<details>

<summary>Mesh Morpher 3.7.0 is Live! (04/12/2024)</summary>

* \[MM-810] Fixed a bug where Displace Tool would not correctly load Platform Data for certain texture formats.&#x20;
* \[MM-811] Changed the Transfer Weight defaults on Subdivide Mesh to generate more accurate bone weight data.&#x20;

</details>

<details>

<summary>Mesh Morpher 3.6.9 is Live! (04/10/2024)</summary>

* \[MM-806] Implemented the ability to subdivide meshes (5.4 and above)
* \[MM-807] Implemented Displace Tool&#x20;
* \[MM-808] Implemented the ability to not apply Morph Targets to LODs.&#x20;
* \[MM-809] Greatly improved the speed at which the resulted morph targets from sculpt tools are applied to the mesh. This should help working with high density meshes.

</details>

<details>

<summary>Mesh Morpher 3.6.8 is Live! (04/08/2024)</summary>

* \[MM-801] Implemented the ability to append meshes and transfer bone weights to new mesh data&#x20;
* \[MM-802] Implemented the ability to transfer weights to another compatible skeletal mesh&#x20;
* \[MM-803] Implemented the ability to copy morph targets from source with post process enabled or disabled&#x20;
* \[MM-804] Fixed a possible bug with OBj export that might give unexpected results when subdivision steps higher than 0&#x20;
* \[MM-805] Fixed a possible bug that would crash Mesh Morpher if opening Recompute Normals once the window was already open

</details>

<details>

<summary>Mesh Morpher 3.6.7.1 is Live! (03/31/2024)</summary>

* \[MM-800] Fixed a bug with Projection tool where projection wouldn't correctly work in certain cases.

</details>

<details>

<summary>Mesh Morpher 3.6.7 is Live! (03/29/2024)</summary>

* \[MM-797] Fixed a bug where commiting an animation curve value would reset it back to the original value&#x20;
* \[MM-798] Added extra refining option to Morph Target to Bonesnapshot functionality&#x20;
* \[MM-799] Morph Target to Bonesnapshot now has persistent settings

</details>

<details>

<summary>Mesh Morpher 3.6.6.1 is Live! (03/28/2024)</summary>

* \[MM-796] Improved bone fitting

</details>

<details>

<summary>Mesh Morpher 3.6.6 is Live! (03/28/2024)</summary>

* \[MM-795] Implementing the ability to create a Bonesnapshot for skeletal and reference skeletal mesh in Poser. The morph target has to have the same name on both meshes.

</details>

<details>

<summary>Mesh Morpher 3.6.5 is Live! (03/22/2024)</summary>

* \[MM-787] Requires re-entering license key. License information can be found in Saved\Config\WindowsEditor\MeshMorpher.ini file now (remove it from there if sharing the project)&#x20;
* \[MM-788] Cleaned up the code&#x20;
* \[MM-789] Implemented UObject smart pointers&#x20;
* \[MM-790] Greatly improved skeleton fitting&#x20;
* \[MM-791] Skeleton fitting allows fitting based on bone weights&#x20;
* \[MM-792] Skeleton fitting allows fitting based on surface bones&#x20;
* \[MM-793] Removed baking to skeleton asset&#x20;
* \[MM-794] Fixed a possible issue that could crash when writing to dna asset with no geometry

</details>

<details>

<summary>Mesh Morpher 3.6.4 is Live! (03/20/2024)</summary>

* \[MM-786] Fixed a problem that could occur with Alembic Export.&#x20;

</details>

<details>

<summary>Mesh Morpher 3.6.3 is Live! (03/20/2024)</summary>

* \[MM-785] Fixed a possible bug that could prevent bone updating in alembic export

</details>

<details>

<summary>Mesh Morpher 3.6.2 is Live! (03/18/2024)</summary>

* \[MM-783] Fixed a bug where exporting animation curves and morph targets by right clicking on the curve list, would export an obj with deltas from post process enabled mesh and default mesh&#x20;
* \[MM-784] Implemented the ability to quickly disable post process in main toolkit

</details>

<details>

<summary>Mesh Morpher 3.6.1 is Live! (03/17/2024)</summary>

* \[MM-778] Dynamic Skeletal Mesh Component now have Set Bone Delta and Get Bone Delta functionality&#x20;
* \[MM-779] Implemented the ability to create Texture Masks from Selection&#x20;
* \[MM-780] Implemented the ability to bake Pivot editor to reference mesh in Poser&#x20;
* \[MM-781] Implemented the ability to create Bonesnapshot from Reference Mesh in Poser&#x20;
* \[MM-782] Fixed a potential memory leak in Create from Mesh Files&#x20;

</details>

<details>

<summary>Mesh Morpher 3.6.0 is Live! (03/12/2024)</summary>

* \[MM-777] Fixed baking with removed scale

</details>

<details>

<summary>Mesh Morpher 3.5.9 is Live! (03/11/2024)</summary>

* \[MM-772] Loading Bonesnapshot now resets existing deltas
* \[MM-773] Fixed a bug where bone transforms would append post process changes&#x20;
* \[MM-774] Fixed a bug where pivot editor bone transforms would append post process changes&#x20;
* \[MM-775] Creating Bonesnapshots from Morph Target now allows a vertex sample to compute deltas&#x20;
* \[MM-776] Saving Bonesnapshots now make sure post process is not part of the deltas.

</details>

<details>

<summary>Mesh Morpher 3.5.8.1 is Live! (03/09/2024)</summary>

* \[MM-771] Implemented the ability in Dynamic Skeletal Mesh Component in Load Bonesnapshot to skip deltas for bones that exists in leader pose components.

</details>

<details>

<summary>Mesh Morpher 3.5.8 is Live! (03/09/2024)</summary>

* \[MM-770] Implemented runtime DynamicSkeletalMeshComponent which enables bone transformation for blueprints at runtime for Skeletal Mesh Components.

</details>

<details>

<summary>Mesh Morpher 3.5.7.3 is Live! (03/07/2024)</summary>

* \[MM-768] Appended Meshes to OBJ Exports now have post process blueprints applied to them&#x20;
* \[MM-769] Creating a Morph Target from an animation curve now doesn't contain any post process results

</details>

<details>

<summary>Mesh Morpher 3.5.7.2 is Live! (03/07/2024)</summary>

* \[MM-766] Fixed a newly introduced bug where loading Pose Driver Poses wouldn't work&#x20;
* \[MM-767] Fixed a newly introduced bug where loading bone transformations in Deformer Graph wouldn't work.

</details>

<details>

<summary>Mesh Morpher 3.5.7.1 is Live! (03/06/2024)</summary>

* \[MM-765] On Bake reset bone deltas

</details>

<details>

<summary>Mesh Morpher 3.5.7 is Live! (03/06/2024)</summary>

* \[MM-764] Fixed possible issues and artifacts that could occur when Baking and Post Process blueprints would transform bones.

</details>

<details>

<summary>Mesh Morpher 3.5.6 is Live! (03/06/2024)</summary>

* \[MM-762] Improved how Mesh Morpher handles post process blueprints&#x20;
* \[MM-763] Blend Morph Targets takes into account post process to avoid additional possible deltas.

</details>

<details>

<summary>Mesh Morpher 3.5.5 is Live! (03/05/2024)</summary>

* \[MM-754] Implemented subdivision for OBj exports&#x20;
* \[MM-755] Improved save assets dialog.&#x20;
* \[MM-756] Animation Sequences and Pose Assets can be overwritten.&#x20;
* \[MM-757] Reference mesh in Poser can only be a skeletal mesh&#x20;
* \[MM-758] Implemented the ability in Poser to set leader pose for reference skeletal mesh.&#x20;
* \[MM-759] Animation Sequences and Pose Assets editors close automatically on save.&#x20;
* \[MM-760] Implemented the ability to save pose drivers to pose assets only without writing to animation blueprint&#x20;
* \[MM-761] Fixed a bug where Load Pose from Context menu in Pose Driver would instead Update the Pose.

</details>

<details>

<summary>Mesh Morpher 3.5.4 is Live! (03/01/2024)</summary>

* \[MM-752] Alembic Exporter now provides different transform options.&#x20;
* \[MM-753] Alembic exporter now correctly export unmirrored mesh data

</details>

<details>

<summary>Mesh Morpher 3.5.3 is Live! (02/26/2024)</summary>

* \[MM-749] Fixed mesh component to work properly with post process allowing users to load poses in post process and work correctly with them in Mesh Morpher&#x20;
* \[MM-750] Animation curves don't get automatically set to 0 on create/delete/modify morph target&#x20;
* \[MM-751] Implemented the ability in Load Bonesnapshot to enable/disable applying bones to parent shared bones.

</details>

<details>

<summary>Mesh Morpher 3.5.2.1 is Live! (02/18/2024)</summary>

* \[MM-748] Fixed a newly introduced bug that wouldn't allow users to select vertices further from current selection.

</details>

<details>

<summary>Mesh Morpher 3.5.2 is Live! (02/18/2024)</summary>

* \[MM-747] Transform Tool can now preserve pivot point on rotation

</details>

<details>

<summary>Mesh Morpher 3.5.1 is Live! (02/17/2024)</summary>

* \[MM-740] Fixed a bug that crashed Mesh Morpher when baking skeleton with virtual bones added.&#x20;
* \[MM-741] Implemented the ability to simulate physics in Poser. Simulation can be disabled from Edit->Settings->bDisablePhysics&#x20;
* \[MM-742] Implemented the ability to enable/disable Cloth Simulation in Poser&#x20;
* \[MM-743] Implemented the ability to enable/disable CCD for all bodies in Poser&#x20;
* \[MM-744] Implemented the ability to send a posed mesh to Deformer Graph allowing to apply deformer graphs to it and save it as a Morph Target. (>= 5.3)&#x20;
* \[MM-745] Implemented the ability to send from Poser to Deformer Graph (>= 5.3)&#x20;
* \[MM-746] Fixed a bug with sculpting tools where HitTesting selection wouldn't correctly ignore unwanted triangles.

</details>

<details>

<summary>Mesh Morpher 3.5.0 is Live! (02/11/2024)</summary>

* \[MM-739] Implemented a new Load Bonesnapshot node that doesn't run in Component Space. The old node is still available and is marked as (Legacy)

</details>

<details>

<summary>Mesh Morpher 3.4.9 is Live! (02/09/2024)</summary>

* \[MM-736] Scaling with Transform Tool now preserve pivot point.&#x20;
* \[MM-737] Transform Widget is synced with the Gizmo.&#x20;
* \[MM-738] Fixed Camera Speed Scalar.

</details>

<details>

<summary>Mesh Morpher 3.4.8.1 is Live! (02/08/2024)</summary>

* \[MM-735] Fixed a newly occurring bug that prevented saving changes in morph targets.

</details>

<details>

<summary>Mesh Morpher 3.4.8 is Live! (02/07/2024)</summary>

* \[MM-728] Improved performance of sculpting tools&#x20;
* \[MM-729] Removed refinement from sculpt tools&#x20;
* \[MM-730] Enabled Mode overrides for Mesh Morpher Component&#x20;
* \[MM-731] Implemented Ray Tracing in Mesh Morpher Component&#x20;
* \[MM-732] Improved performance of Transaction system(undo/redo)&#x20;
* \[MM-733] Implemented Pen Pressure in Sculpting Tools.&#x20;
* \[MM-734] Implemented the ability to enable/disable ray tracing for sculpting from Editor->Settings (requires Mesh Morpher restart)

</details>

<details>

<summary>Mesh Morpher 3.4.7 is Live! (02/01/2024)</summary>

* \[MM-727] Implemented the ability to create corrective bonesnapshots

</details>

<details>

<summary>Mesh Morpher 3.4.6 is Live! (01/31/2024)</summary>

* \[MM-720] Improved wrapper control points system.&#x20;
* \[MM-721] Fixed a bug where loading a morph target would reload the mesh in other related tools like wrapper and poser.&#x20;
* \[MM-722] Simplified Wrappers options so it's much easier to configure it&#x20;
* \[MM-723] Added additional options to Non rigid wrapping that allow selection of vertex range and orientation separately from rigid settings.&#x20;
* \[MM-724] Fixed a bug where changing source mesh in wrapper would attempt to notify all mesh morpher windows.
* &#x20;\[MM-725] Optimized and fixed non rigid registration in wrapper.&#x20;
* \[MM-726] Implemented Scale to OBJ export

</details>

<details>

<summary>Mesh Morpher 3.4.5 is Live! (01/12/2024)</summary>

* \[MM-712] Implemented the ability to Bulk Import from OBJ/FBX&#x20;
* \[MM-713] Fixed a bug with Morph Target to Bonesnapshot that prevented to correctly calculate the bones above ignore bones in the hierarchy&#x20;
* \[MM-714] Wrapper Target mesh gets divided and refined. Increased the vertex threshold to 5.0&#x20;
* \[MM-715] Update From Pose in Poser now allows to update Morph Targets with Base from other Morph Targets or Animation Curves&#x20;
* \[MM-716] Exporting to Animation Sequence now exports Morph Targets and Animation Curves with selected Weights&#x20;
* \[MM-717] Implemented the ability to reset Weight Values to curve selection in Curve Lists.&#x20;
* \[MM-718] Fixed a Bug where Morphed Directory would be disabled by default even though bulk import was enabled on Load Settings in Create From Mesh Files.&#x20;
* \[MM-719] Automatically Overwrite in Create from Mesh Files now works for single file import as well.

</details>

<details>

<summary>Mesh Morpher 3.4.4 is Live! (01/07/2024)</summary>

* \[MM-709] Fixed a bug where smoothing in Sculpt, Pinch and Inflate wouldn't get registered for undo/redo.&#x20;
* \[MM-710] Improved Tool subdivision&#x20;
* \[MM-711] Implemented new Material mode Tension which allows to visualize per vertex stretch and compression.

</details>

<details>

<summary>Mesh Morpher 3.4.3 is Live! (01/06/2024)</summary>

* \[MM-697] Transform Tool now places the gizmo in the center of selection automatically.&#x20;
* \[MM-698] Added key shortcut (B) that allows to dynamically change brush size moving mouse left and right&#x20;
* \[MM-699] Added key shortcut (N) that allows to dynamically change brush falloff moving mouse left and right&#x20;
* \[MM-700] Added key shortcut (S) that allows to dynamically change brush strength moving mouse left and right&#x20;
* \[MM-701] Added remesher for sculpt tool&#x20;
* \[MM-702] Added remesher for inflate tool&#x20;
* \[MM-703] Added remesher for pinch tool&#x20;
* \[MM-704] Moving along the normals now requires holding CTRL and moving left and right&#x20;
* \[MM-705] Fixed a bug where falloff was inverted in sculpting tools&#x20;
* \[MM-706] Fixed a bug where grabbing vertex ROI in sculpting tools wouldn't use full brush radius&#x20;
* \[MM-707] Moving vertices along the Normal doesn't use falloff anymore&#x20;
* \[MM-708] Step Size has been set to 0.001 by default in Sculpting Tools

</details>

<details>

<summary>Mesh Morpher 3.4.2 is Live! (01/05/2024)</summary>

* \[MM-691] Fixed a bug where Exporting a selection to OBJ wouldn't properly append additional meshes.&#x20;
* \[MM-692] Fixed a bug that prevented cached mesh data update when exporting animation curves to obj in main toolkit.&#x20;
* \[MM-693] Exporting to OBJ now automatically creates new sections for additional meshes&#x20;
* \[MM-694] Ruler doesn't get enabled automatically on tool shutdown&#x20;
* \[MM-695] Greatly improved the animation curve system in main toolkit.&#x20;
* \[MM-696] Greatly improved the morph target system in main toolkit.

</details>

<details>

<summary>Mesh Morpher 3.4.1 is Live! (01/04/2024)</summary>

* \[MM-685] Optimized Sculpting Tools&#x20;
* \[MM-686] Fixed a bug that wouldn't properly render a mesh section if material was null&#x20;
* \[MM-687] Implemented the Ability to render section colors in Sculpt Tools&#x20;
* \[MM-688] Revamped the rendering of Mesh Morpher Mesh Component&#x20;
* \[MM-689] Revamped selection in Mesh Morpher Mesh Component&#x20;
* \[MM-690] Added the ability to project on selected target sections.

</details>

<details>

<summary>Mesh Morpher 3.4.0.2 is Live! (12/31/2023)</summary>

* \[MM-681] Applying Smoothing to selection now correctly stores the action for Undo/Redo&#x20;
* \[MM-682] Implemented the ability to subdivide projection target&#x20;
* \[MM-683] Implemented Projection iterations&#x20;
* \[MM-684] Implemented Projection Smoothing

</details>

<details>

<summary>Mesh Morpher 3.4.0.1 is Live! (12/30/2023)</summary>

* \[MM-679] Fixed a bug with Project tool when failing to project would provide a NaN vector&#x20;
* \[MM-680] Fixed a possible bug with Smoothing while attempting to preserve volume.

</details>

<details>

<summary>Mesh Morpher 3.4.0 is Live! (12/30/2023)</summary>

* \[MM-671] Implemented the ability to Apply Smoothing Tool to selection or full mesh&#x20;
* \[MM-672] Implemented the ability to set smoothing iteration in Apply Smoothing(manual)&#x20;
* \[MM-673] Implemented the ability to preserve volume in Apply Smoothing(manual)&#x20;
* \[MM-674] Implemented Project Tool which allows users to project on Reference Skeletal Mesh&#x20;
* \[MM-675] Implemented the ability to Apply Restore Tool to selection or full mesh&#x20;
* \[MM-676] Implemented the ability to preserve location in Apply Restore(manual)&#x20;
* \[MM-677] Subdividing on Copy Morph Target applies refinement to source subdivide mesh.&#x20;
* \[MM-678] Stitching doesn't create a seam anymore. We just stitch boundary vertices.

</details>

<details>

<summary>Mesh Morpher 3.3.9 is Live! (12/27/2023)</summary>

* \[MM-669] Fixed a bug where removing an enabled Morph Target wouldn't recreate the dynamical meshes internally&#x20;
* \[MM-670] Improved asset picker performance while loading assets in Poser and Toolkit

</details>

<details>

<summary>Mesh Morpher 3.3.8 is Live! (12/26/2023)</summary>

* \[MM-668] Fixed a bug with overwriting bonesnapshots, rulers, pose drivers and control points assets

</details>

<details>

<summary>Mesh Morpher 3.3.7 is Live! (12/24/2023)</summary>

* \[MM-664] Fixed a bug that prevented bone list refresh on source mesh selection in Wrapper&#x20;
* \[MM-665] Improved wrapping algorithm by refining subdivided source mesh.&#x20;
* \[MM-666] Implemented the ability to set Max Sticky and Elastic Iterations in Wrapper&#x20;
* \[MM-667] Fixed a bug that didn't update selected morph target pointer when refreshing morph target list.

</details>

<details>

<summary>Mesh Morpher 3.3.6 is Live! (12/21/2023)</summary>

* \[MM-663] Fixed a bug that prevented Morph Target export when exporting selection from Morph Targets list

</details>

<details>

<summary>Mesh Morpher 3.3.5 is Live! (12/18/2023)</summary>

* \[MM-658] Implemented the ability to remove Driven Bones in Pose Driver Creator&#x20;
* \[MM-659] Selecting sequence and bonesnapshots has been improved in Poser and Wrapper&#x20;
* \[MM-660] Loaded sequences in Poser now use Frame Index rather than frame time to provide better precision and accuracy when navigating through the sequence.&#x20;
* \[MM-661] Implemented the ability to enable/disable Ruler&#x20;
* \[MM-662] Ruler is disabled by default

</details>

<details>

<summary>Mesh Morpher 3.3.4 is Live! (12/18/2023)</summary>

* \[MM-657] Implemented the ability to mirror Pose Driver bones in Poser.

</details>

<details>

<summary>Mesh Morpher 3.3.3 is Live! (12/17/2023)</summary>

* \[MM-655] Implemented the ability to switch Poser transform gizmo from world to local coordinate system.&#x20;
* \[MM-656] Fixed a bug that would prevent Pose Driver nodes created procedurally by Mesh Morpher to display correctly debug data.

</details>

<details>

<summary>Mesh Morpher 3.3.2 is Live! (12/16/2023)</summary>

* \[MM-651] Fixed a bug that would crash Mesh Morpher when selecting reference mesh and setting the master pose type to reference.&#x20;
* \[MM-652] Fixed a bug that would export inverted Alembic.&#x20;
* \[MM-653] Implemented the ability to exported flattened Alembic
* \[MM-654] Implemented the ability to add a child component in ABC exporter. Child gets own abc file.

</details>

<details>

<summary>Mesh Morpher 3.3.1 is Live! (12/15/2023)</summary>

* \[MM-650] Added the ability to enable curves and morph targets in main toolkit window, thus allowing us to easily sculpt correctives.

</details>

<details>

<summary>Mesh Morpher 3.3.0 is Live! (12/11/2023)</summary>

* \[MM-643] Implemented Add Axis Rotation in Poser&#x20;
* \[MM-644] Bonesnapshot menu works with pivot editor enabled&#x20;
* \[MM-645] Loading Sequences and Bonesnapshots now disable each other. Can't have both simultaneously.
* &#x20;\[MM-646] Implement the ability to pick assets and overwrite them&#x20;
* \[MM-647] Fixed a possible bug with undo/redo bone transforms&#x20;
* \[MM-648] Implemented the ability to create Pose Drivers with Poser
* \[MM-649] Implemented the ability to export a pose to a Sequence

</details>

<details>

<summary>Mesh Morpher 3.2.9 is Live! (12/08/2023)</summary>

* \[MM-640] Fixed a bug in LOD baking when Baking Skeleton
* \[MM-641] Implemented the ability to ignore weighted bones when creating Bonesnapshot from Morph Target&#x20;
* \[MM-642] Implemented the ability to select multiple bones and copy names of the selection

</details>

<details>

<summary>Mesh Morpher 3.2.8.2 is Live! (12/07/2023)</summary>

* \[MM-639] Improved alembic exporter

</details>

<details>

<summary>Mesh Morpher 3.2.8.1 is Live! (12/07/2023)</summary>

* \[MM-638] Fixed a bug with alembic exporter where certain animations would be exported with wrong bone transformations

</details>

<details>

<summary>Mesh Morpher 3.2.8 is Live! (12/07/2023)</summary>

* \[MM-630] Improved Morph Target to Bonesnapshot algorithm&#x20;
* \[MM-631] Implemented the ability to match bones by vertex weight(Useful for big meshes like bodies) in Morph Target to Bonesnapshot&#x20;
* \[MM-632] Implemented the ability to ignore bones containing strings(can use multiple strings divided by ;) in Morph Target to Bonesnapshot&#x20;
* \[MM-633] Improved Focus at Cursor.&#x20;
* \[MM-634] Implemented Focus at Cursor in Sculpting Tools&#x20;
* \[MM-635] Implemented Focus at Cursor in Wrapper&#x20;
* \[MM-636] Implemented Focus at Cursor in Poser&#x20;
* \[MM-637] Implemented Alembic Exporter(can export skeletal meshes and sequences to abc)

</details>

<details>

<summary>Mesh Morpher 3.2.7.1 is Live! (11/28/2023)</summary>

* \[MM-629] Fixed a bug that would crash when in Blend, Bake Morph Target and Select Reference Mesh and a curve was enabled

</details>

<details>

<summary>Mesh Morpher 3.2.7 is Live! (11/27/2023)</summary>

* \[MM-627] Implemented Rigid Fitting in Wrapper which allows us to match rotation and scale of the source&#x20;
* \[MM-628] Greatly improved Wrapper algorithm

</details>

<details>

<summary>Mesh Morpher 3.2.6 is Live! (11/25/2023)</summary>

* \[MM-620] Implemented Ruler in Poser&#x20;
* \[MM-621] Implemented Ruler in Sculpt Tools&#x20;
* \[MM-622] Fixed a bug with Wrapper that would project distorted resulted deltas back to the initial mesh&#x20;
* \[MM-623] Fixed a bug with Wrapper where Mesh Morpher would crash when initializing with Pivot Editor enabled
* \[MM-624] Load Save and Save As Bonesnapshot menu button are disabled when Pivot Editor is enabled.&#x20;
* \[MM-625] Removed Inverse Matching from Wrapper
* \[MM-626] Standalone selection assets now store identical mesh indices

</details>

<details>

<summary>Mesh Morpher 3.2.5 is Live! (11/19/2023)</summary>

* \[MM-612] Implemented Pivot Editor in Poser&#x20;
* \[MM-613] Implemented the ability to Update Children in Pivot Editor&#x20;
* \[MM-614] Improved Bone Editor performance in Poser&#x20;
* \[MM-615] Fixed a bug where selecting a bug in Poser while symmetry is enabled would automatically attempt to rotate the symmetric bone&#x20;
* \[MM-616] Improved bone undo/redo in Poser&#x20;
* \[MM-617] Fixed a bug with Set Pivot Bone from Section where the Mesh wouldn't correctly translate with new bone transforms.&#x20;
* \[MM-618] Implemented the ability to enable/disable Update Children in Set Pivot Bone from Section&#x20;
* \[MM-619] Set Pivot Bone menu entry has been renamed to Set Pivot Bone from Section

</details>

<details>

<summary>Mesh Morpher 3.2.4 is Live! (11/16/2023)</summary>

* \[MM-608] Fixed a bug where changing between Sculpt Tools wouldn't reselect the mesh sections in the section list if any selection was made.&#x20;
* \[MM-609] Implemented the ability to Set Animation Curves in Toolkit Main window.&#x20;
* \[MM-610] Implemented the ability to Set Morph Targets in Toolkit Main window.&#x20;
* \[MM-611] Poser now doesn't use Main Toolkit pose as base pose. Instead it only uses the Base Pose set from the Poser.

</details>

<details>

<summary>Mesh Morpher 3.2.3.1 is Live! (11/12/2023)</summary>

* \[MM-606] Fixed a bug where DNA asset blendshapes updates wouldn't be correctly stored&#x20;
* \[MM-607] Disabling Mesh Data Bake will not bake Mesh Data to DNA asset

</details>

<details>

<summary>Mesh Morpher 3.2.3 is Live! (11/11/2023)</summary>

* \[MM-603] Implemented the ability to modify Meta Human blendshapes and export them to DNA asset.&#x20;
* \[MM-604] Exporting to DNA asset now exports spine\_04 translation&#x20;
* \[MM-605] Greatly improved the speed of baking in Poser and Bake Morph Targets.

</details>

<details>

<summary>Mesh Morpher 3.2.2 is Live! (11/10/2023)</summary>

* \[MM-602] Improved speed of bulk Morph Target copy.

</details>

<details>

<summary>Mesh Morpher 3.2.1 is Live! (11/09/2023)</summary>

* \[MM-600] Implemented Clipping fix for Restore Tool. This functionality tries to move the vertices over the closest triangle. Could provide better results in certain cases.&#x20;
* \[MM-601] Implemented the Ability to set pivot bone to mesh section selection

</details>

<details>

<summary>Mesh Morpher 3.2.0 is Live! (11/02/2023)</summary>

* \[MM-598] Implemented the ability to remove Scaling when Baking to Skeleton. This will preserve bones translation and rotation while setting the scale to (1,1,1)&#x20;
* \[MM-599] Implemented the ability to preserve settings in Bake to Skeleton

</details>

<details>

<summary>Mesh Morpher 3.1.9 is Live! (10/28/2023)</summary>

* \[MM-592] Implemented the ability to export Animation Curves (bulk) to OBJ Files (Poser and any weighted curve list)&#x20;
* \[MM-593] Implemented the ability to export Morph Targets (bulk) to OBJ Files (Poser and any weighted curve list)&#x20;
* \[MM-594] Implemented the ability to enable Connected Only for brushes which allows brushes to affect only connected triangles.&#x20;
* \[MM-595] Fixed a bug with undo/redo which crashed Mesh Morpher when actions where triggered too fast.&#x20;
* \[MM-596] Fixed a bug where bInvertMask option would be saved and transferred on tool change.&#x20;
* \[MM-597] Fixed a bug where increasing/decreasing brush size with key shortcut wouldn't save and transfer the new brush size on tool change

</details>

<details>

<summary>Mesh Morpher 3.1.8 is Live! (10/25/2023)</summary>

* \[MM-588] Renamed Blend window to the correct name "Blend" instead of "Bake"&#x20;
* \[MM-589] Implemented the ability to select and copy name of the selected Morph Target in Blend&#x20;
* \[MM-590] Implemented the ability to select and copy name of the selected Morph Target in Bake&#x20;
* \[MM-591] Fixed a bug with Morph Target list that appeared in certain cases when Auto was enabled and then disabled

</details>

<details>

<summary>Mesh Morpher 3.1.7 is Live! (10/24/2023)</summary>

* \[MM-582] Fixed a bug with Transaction(Undo/Redo) for Sculpt tools&#x20;
* \[MM-583] Improved Transaction(Undo/Redo) performance&#x20;
* \[MM-584] Improved performance of Relative Restore
* \[MM-585] Improved performance of Side Restore
* \[MM-586] Implemented the ability to temporarily subdivide the morph target in Sculpt tools. Use with caution as the sculpt performance decreases the more subdivision steps.&#x20;
* \[MM-587] Improved performance of lattice deformer

</details>

<details>

<summary>Mesh Morpher 3.1.6 is Live! (10/22/2023)</summary>

* \[MM-579] Implemented Lattice Deformer Tool&#x20;
* \[MM-580] Fixed a selection bug with Tools that prevented to display selection when navigating through tools&#x20;
* \[MM-581] Fixed a selection bug with Tools that would always add full section selection vertices even though some vertices were removed by masking.

</details>

<details>

<summary>Mesh Morpher 3.1.5.1 is Live! (10/20/2023)</summary>

* \[MM-578] Fixed a bug in Sculpt tool when changing the tool would only select back the section selection if having section selection and additional selected masked vertices

</details>

<details>

<summary>Mesh Morpher 3.1.5 is Live! (10/20/2023)</summary>

* \[MM-577] Implemented Relative Restore

</details>

<details>

<summary>Mesh Morpher 3.1.4 is Live! (10/19/2023)</summary>

* \[MM-557] Sculpt Tools now are listed as a side menu instead of a dropdown list.&#x20;
* \[MM-558] Converted sculpt tools to C++&#x20;
* \[MM-559] Implemented the ability to scale Modal Windows (In Edit->Settings.)&#x20;
* \[MM-560] Moved Bone settings from Edit->Settings to Bone widget&#x20;
* \[MM-561] Moved Control Points settings from Edit->Settings to Control Points widget&#x20;
* \[MM-562] Moved Masking settings in Wrapper from Edit->Settings to Masking Widget&#x20;
* \[MM-563] Implemented the ability to export selection and morph targets as welded/unwelded&#x20;
* \[MM-564] Create from Mesh Files now preserves the settings&#x20;
* \[MM-565] Export to OBJ now preserves the settings.&#x20;
* \[MM-566] Implemented the ability to open a Current Pose from Poser in OBJ/FBX Importer&#x20;
* \[MM-567] Implemented the ability to export a pose to OBJ file directly from Poser.&#x20;
* \[MM-568] Added Tools menu to Poser&#x20;
* \[MM-569] Implemented the ability to set or remove a Base Pose in Poser. A base pose is used when creating a corrective morph target which will contain the deltas between the Base Pose and the Current Pose.&#x20;
* \[MM-570] Implemented the ability to open Base Pose from Poser to OBJ/FBX Importer&#x20;
* \[MM-571] Copy Morph Target now preserve settings&#x20;
* \[MM-572] Create From Mesh now preserve settings&#x20;
* \[MM-573] Implemented confirmation message when overwriting bonesnapshots.&#x20;
* \[MM-574] Transform Tool now supports Invert Mask&#x20;
* \[MM-575] Added progress dialog to selection export&#x20;
* \[MM-576] Implemented the ability to focus selected bone.

</details>

<details>

<summary>Mesh Morpher 3.1.3 is Live! (10/03/2023)</summary>

* \[MM-553] Implemented Progress Bar on Copy multiple Morph Targets&#x20;
* \[MM-554] Implemented the ability to copy the name(s) of selected in Curve lists&#x20;
* \[MM-555] Fixed a bug where sculpt tools would not correctly project morph targets to skeletal mesh in certain cases&#x20;
* \[MM-556] Implemented the ability to enable PerSectionWeld

</details>

<details>

<summary>Mesh Morpher 3.1.2 is Live! (09/27/2023)</summary>

* \[MM-551] Implemented Rotation and Location grid snapping in all Viewports&#x20;
* \[MM-552] Added bUsePrecompiled = true to build.cs files to prevent the plugin to be recompiled while using source builds and C++ projects

</details>

<details>

<summary>Mesh Morpher 3.1.1 is Live! (09/26/2023)</summary>

* \[MM-545] Implemented the ability to select delta vertices in Tools&#x20;
* \[MM-546] Implemented the ability to set a static mesh as reference in Poser&#x20;
* \[MM-547] Renamed Create from Pose menu entries to Poser&#x20;
* \[MM-548] Fixed a bug with Transform tool where having the mask selection enabled and setting transform inputs or moving the gizmo would cause issues.&#x20;
* \[MM-549] Moved the transform bone widget above the bone list&#x20;
* \[MM-550] Added Buffer View Menu to all Mesh Morpher Viewports.

</details>

<details>

<summary>Mesh Morpher 3.1.0 is Live! (09/19/2023)</summary>

* \[MM-543] Improved Morph Target to Bonesnapshot algorithm&#x20;
* \[MM-544] Improved Update Morph Target from Pose

</details>

<details>

<summary>Mesh Morpher 3.0.9 is Live! (09/18/2023)</summary>

* \[MM-541] Implemented the ability to update bone rotations when creating bonesnapshots from morph targets&#x20;
* \[MM-542] Implemented the ability to use relative transforms when creating bonesnapshots from morph targets

</details>

<details>

<summary>Mesh Morpher 3.0.8 is Live! (09/17/2023)</summary>

* \[MM-539] Morph Target curves are now added to the skeleton instead of mesh&#x20;
* \[MM-540] Fixed a bug where transform widget in Poser and Wrapper wouldn't process manual input for Location

</details>

<details>

<summary>Mesh Morpher 3.0.7 is Live! (09/16/2023)</summary>

* \[MM-536] Implemented DuplicateSkeletalMesh at runtime&#x20;
* \[MM-537] Implemented DuplicateStandaloneMorphTarget at runtime&#x20;
* \[MM-538] Fixed a packaging issue with UE 5.3 (Windows)

</details>

<details>

<summary>Mesh Morpher 3.0.6 is Live! (09/14/2023)</summary>

* \[MM-534] Implemented the ability to enable/disable symmetry rotation&#x20;
* \[MM-535] Implemented the ability to change symmetry axis

</details>

<details>

<summary>Mesh Morpher 3.0.5 is Live! (09/14/2023)</summary>

* \[MM-528] Improved Animation Curve list widget.&#x20;
* \[MM-529] Implemented the ability to enable/disable Auto in Animation Curve/Morph Target list, which resets the weight to 0.&#x20;
* \[MM-530] Animation Curves are now grabbed from the skeleton (and skeletal mesh in 5.3) instead of animation sequence.&#x20;
* \[MM-531] Improved Bone Transform Widget in Poser and Wrapper.&#x20;
* \[MM-532] Implemented Scale Lock in Bone Transform Widget in Poser and Wrapper&#x20;
* \[MM-533] Improved and re-arranged Bone Widgets in Poser and Wrapper

</details>

<details>

<summary>Mesh Morpher 3.0.4 is Live! (09/12/2023)</summary>

* \[MM-524] Implemented bone symmetry in Poser and Wrapper.&#x20;
* \[MM-525] Morph Target curves are properly created, renamed and removed in 5.3&#x20;
* \[MM-526] Fixed a bug that could possibly crash Mesh Morpher when the versioning URL is not accessible&#x20;
* \[MM-527] Improved Transform widget in Wrapper and Poser

</details>

<details>

<summary>Mesh Morpher 3.0.3 is Live! (09/09/2023)</summary>

* \[MM-522] Improved version update notification&#x20;
* \[MM-523] Creating Morph Targets in UE 5.3 now explicitly creates a Curve for the Morph Target.

</details>

<details>

<summary>Mesh Morpher 3.0.2 is Live! (09/09/2023)</summary>

* \[MM-521] Load Bonesnapshot doesn\`t modify bones that are also shared by a parent component (if any)

</details>

<details>

<summary>Mesh Morpher 3.0.1 is Live! (09/06/2023)</summary>

* \[MM-519] Implemented Subdivision in Create from Mesh Files&#x20;
* \[MM-520] Implemented Match UV Iterations in Create from Mesh Files

</details>

<details>

<summary>Mesh Morpher 3.0.0 is Live! (08/30/2023)</summary>

* \[MM-500] Removed Sculpt Max Tool. Sculpt Tool now holds parameters for Max variant as well.&#x20;
* \[MM-501] Smooth Tool now has a boolean that allows to preserve UV flow&#x20;
* \[MM-502] Improved Flatten Tool performance with multi-threading
* &#x20;\[MM-503] Improved Inflate Tool performance with multi-threading&#x20;
* \[MM-504] Improved Move Tool performance with multi-threading&#x20;
* \[MM-505] Improved Pinch Tool performance with multi-threading&#x20;
* \[MM-506] Improved Plane Tool performance with multi-threading&#x20;
* \[MM-507] Improved Sculpt Tool performance with multi-threading&#x20;
* \[MM-508] Improved Smooth Tool performance with multi-threading&#x20;
* \[MM-509] Improved Restore Tool performance with multi-threading&#x20;
* \[MM-510] Improved Flatten Tool algorithm.&#x20;
* \[MM-511] Improved Plane Tool algorithm.&#x20;
* \[MM-512] Improved Sculpt Tool algorithm.&#x20;
* \[MM-513] Improved Inflate Tool algorithm.&#x20;
* \[MM-514] Removed Cotan, Mean Value and Legacy smooth types and they're been replaced by Preserve UV Flow and Delta smooth types&#x20;
* \[MM-515] Implemented Subdivision in Copy Morph Target which allows to subdivide the source mesh. This most likely will provide better results when a subdivision level higher than 0 is used.&#x20;
* \[MM-516] Changed default Smooth type to Preserve UV Flow
* &#x20;\[MM-517] Fixed a bug in wrapper where setting a bonesnapshot wouldn't update the reference mesh&#x20;
* \[MM-518] Improved Delta Projection algorithm in editor

<mark style="color:red;">Please remove the current Mesh Morpher files and replace them with the new ones.</mark>

</details>

<details>

<summary>Mesh Morpher 2.9.5 is Live! (08/26/2023)</summary>

* Fixed a newly introduced bug with GetDynamicMeshDataPairs where the pairs were not correctly created between target and source

</details>

<details>

<summary>Mesh Morpher 2.9.4 is Live! (08/26/2023)</summary>

* \[MM-498] Improved control points behavior and how they function&#x20;
* \[MM-499] Reorganized Wrapper Settings

</details>

<details>

<summary>Mesh Morpher 2.9.3 is Live! (08/23/2023)</summary>

* \[MM-495] Improved Control Points performance in Wrapper.&#x20;
* \[MM-496] Control Points now can affect triangles facing the same direction as the control point
* \[MM-497] Wrapping can now be canceled.

</details>

<details>

<summary>Mesh Morpher 2.9.2 is Live! (08/22/2023)</summary>

* \[MM-484] Re-organized Wrapper settings structure&#x20;
* \[MM-485] Wrapper can now be forced to attempt to preserve details&#x20;
* \[MM-486] Creating Bonesnapshot for Morph Target now implements the ability to create automatically the Morph Target with deltas between the skeleton changes and the final form&#x20;
* \[MM-487] Implemented the ability to update a Morph Target\`s deltas with the current pose in Poser&#x20;
* \[MM-488] Implemented Load Bonesnapshot widget&#x20;
* \[MM-489] Implemented Save Bonesnapshot widget&#x20;
* \[MM-490] Implemented the ability to create Reverse Morph Targets in Poser&#x20;
* \[MM-491] Implemented the ability to select whether to load delta or absolute transforms from bonesnapshots&#x20;
* \[MM-492] Implemented the ability to save bonesnapshots from a starting bone&#x20;
* \[MM-493] Implemented the ability to removes bones in a bonesnaposhot from a bonesnapshot&#x20;
* \[MM-494] Various other small fixes and UI changes

</details>

<details>

<summary>Mesh Morpher 2.9.1 is Live! (08/20/2023)</summary>

* \[MM-478] Implemented UV Matching in Copy Morph Targets&#x20;
* \[MM-479] Creating from Mesh now has an advanced UV Matching functionality that allows multiple UV Matching iterations and smoothness&#x20;
* \[MM-480] Removed Merge Morph Targets and it was replaced by Blend Morph Targets.&#x20;
* \[MM-481] Wrapper no longer projects final result once more to the target mesh.&#x20;
* \[MM-482] Wrapper now allows to bleed deltas from selection to nearby vertices, using Inverse Matching.&#x20;
* \[MM-483] Fixed a bug that would crash the engine when changing skeletal meshes.

</details>

<details>

<summary>Mesh Morpher 2.9.0 is Live! (08/16/2023)</summary>

* \[MM-477] Improved speed of converting animation curves to morph targets.

</details>

<details>

<summary>Mesh Morpher 2.8.9 is Live! (08/11/2023)</summary>

* \[MM-473] Implemented the ability to Stitch a Morph Target back to the reference mesh&#x20;
* \[MM-474] Improved UV Matching algorithm. Creating from Mesh files with UV matching disabled allows for inputs with different vertex count.&#x20;
* \[MM-475] Implemented UV Matching in Create from Mesh Asset
* \[MM-476] Fixed a bug in UV Matching where if the morphed triangle count was lower than the base triangle count, the engine would crash.

</details>

<details>

<summary>Mesh Morpher 2.8.8 is Live! (08/06/2023)</summary>

* \[MM-470] Implemented the ability to match Base and Morphed files in Create From Mesh Files by UVs. This allows users to create Morph Targets from files with different vertex order if the UVs are intact in both files.&#x20;
* \[MM-471] Implemented the ability to create a backup of skeletal mesh on bake.&#x20;
* \[MM-472] Implemented the ability to select whether to bake Mesh Data on bake skeleton.

</details>

<details>

<summary>Mesh Morpher 2.8.7 is Live! (07/28/2023)</summary>

* \[MM-469] Fixed a newly introduced bug where the bonesnapshots wouldn't be correctly loaded in certain cases in animation blueprint

</details>

<details>

<summary>Mesh Morpher 2.8.6 is Live! (07/27/2023)</summary>

* \[MM-463] Fixed an issue with bonesnapshots where in Mesh Morpher the stored absolute transform wasn't used at all.
* \[MM-464] Bonesnapshots Deltas are now the bone transforms relative to their parents.
* \[MM-465] Add Support for UE 5.3 Preview 1
* \[MM-466] Implemented the ability to disable Post Process Animation Blueprints in Mesh Morpher by going to Edit->Settings
* \[MM-467] Implemented Morph Target Blender which allows to quickly select multiple values for Morph Targets and create a new one based on their blended results.
* \[MM-468] Runtime Nodes require activation when they are executed in Editor(PIE, Standalone). When packaged, the nodes don't require any activation. User have two new nodes: Is Activated and Activate available in blueprints.

<mark style="color:red;">Bonesnapshots format has been changed. Bonesnapshots created in previous versions are not working anymore and users have to recreate them.</mark>

</details>

<details>

<summary>Mesh Morpher 2.8.5 is Live! (07/02/2023)</summary>

* \[MM-460] Improved the side menu in Poser.
* \[MM-461] Moved authentication to cloud.
* \[MM-462] Improved Mac version.

</details>

<details>

<summary>Mesh Morpher 2.8.4 is Live! (06/22/2023)</summary>

* \[MM-458] Implemented the ability to match material IDs on copy morph target. This should provide better results when target and source meshes share same material layers count and order.
* \[MM-459] Checking for updates is now done only once per session.

</details>

<details>

<summary>Mesh Morpher 2.8.3 is Live! (06/21/2023)</summary>

* \[MM-455] Implemented Main Iterations in Wrapper which adds extra control on iterations. More iterations mean better quality. A Main Iteration of 1 is the default.&#x20;
* \[MM-456] Fixed a bug in Wrapper where selecting a section in Target mesh would not correctly apply the resulted wrapping.&#x20;
* \[MM-457] Runtime module refactoring which cleans and optimizes the code

This update on the backend is big. Don't hesitate to get in touch if you face any issues.

</details>

<details>

<summary>Mesh Morpher 2.8.2 is Live! (06/17/2023)</summary>

* \[MM-452] Implemented the ability to lock viewport camera in wrapper. This allows to automatically replicate viewport camera transformation from focused viewport to the other&#x20;
* \[MM-453] Implemented the ability to select different Control Point influence values in the same wrapping operation.&#x20;
* \[MM-454] Implemented the ability to select a control point and modify its influence radius

</details>

<details>

<summary>Mesh Morpher 2.8.1 is Live! (06/12/2023)</summary>

* \[MM-451] Fixed a bug with Merging Morph Targets where the resulted Morph Target wouldn't be properly created

</details>

<details>

<summary>Mesh Morpher 2.8.0 is Live! (05/29/2023)</summary>

* \[MM-450] Fixed a bug where on Lost Focus of viewport in wrapper will cause symmetric control points to remain enabled even while shift key was released

</details>

<details>

<summary>Mesh Morpher 2.7.9 is Live! (05/21/2023)</summary>

* \[MM-444] Fixed an issue where baking skeleton or morph target in some cases the engine would change the vertex order. On bake now we reload the baked skeletal mesh.&#x20;
* \[MM-445] Creating a Bonesnapshot from Morph Target now opens a settings dialog which allows to configure how the bonesnapshot will be created.&#x20;
* \[MM-446] Improved the layout of all modal dialogs&#x20;
* \[MM-447] Bone Transform Widgets in Poser and Wrapper now work in local bone space.&#x20;
* \[MM-448] Bake Skeleton in Poser now offers a set of option which allow to pick whether users want to bake to mesh skeleton reference, skeleton asset and DNA asset&#x20;
* \[MM-449] Recompute Normals now has an improved output for selected meshes with different LOD count(eg. Meta Humans) for LOD indexes higher than 0

</details>

<details>

<summary>Mesh Morpher 2.7.8 is Live! (05/16/2023)</summary>

* \[MM-443] Implemented the ability to save only changed bones in bonesnapshots

</details>

<details>

<summary>Mesh Morpher 2.7.7 is Live! (05/16/2023)</summary>

* \[MM-442] Fixed a bug where transitioning through states between 0 and 1 using Anim Node Load Bonesnapshots wouldn't work perfectly&#x20;

</details>

<details>

<summary>Mesh Morpher 2.7.6 is Live! (05/15/2023)</summary>

* \[MM-436] Fixed DNA export to file&#x20;
* \[MM-437] Implemented Load Bonesnapshot animnode
* &#x20;\[MM-438] Bonesnapshot now save both local deltas and world transforms
* &#x20;\[MM-439] Implemented the ability to set a bonesnapshot as a pose in toolkit window&#x20;
* \[MM-440] Implemented the ability to save bonesnapshots as.. in Poser&#x20;
* \[MM-441] Implemented the ability to merge bonesnapshots in Poser

<mark style="color:red;">Bonesnapshots created prior to 2.7.6 need to be recreated as they will not function anymore</mark>

</details>

<details>

<summary>Mesh Morpher 2.7.5 is Live! (05/06/2023)</summary>

* \[MM-434] Default value for Smooth Iterations in Create from Mesh Files has been changed to 0
* \[MM-435] Improved authentication in Mesh Morpher. Now when there's no Mesh Morpher window open, there's no request for authentication.

</details>

<details>

<summary>Mesh Morpher 2.7.4 is Live! (05/02/2023)</summary>

* \[MM-433] Bone trees selection gets updated when bones are selected from Bone Proxies in viewports

</details>

<details>

<summary>Mesh Morpher 2.7.3 is Live! (04/27/2023)</summary>

* \[MM-430] Fixed viewport flickering (if it still flickers please send an email at <support@meshmorpher.com>)
* \[MM-431] Duplicate Morph Targets now pre-fills the morph name to the existing one
* \[MM-432] Fixed a bug with re-applying morph target to LODs.

</details>

<details>

<summary>Mesh Morpher 2.7.2 is Live! (04/14/2023)</summary>

* \[MM-428] Implemented the ability to select an Animation Blueprint in Poser, enabling Arkit and everything related to animation in Mesh Morpher
* \[MM-429] Selected Bone Transform Widget in Poser now follows animation bone position.

</details>

<details>

<summary>Mesh Morpher 2.7.1 is Live! (04/12/2023)</summary>

* \[MM-425] Restore Tool can now restore by side: Right, Left, Up, Down, Front, Back&#x20;
* \[MM-426] Masking can now select by side: Right, Left, Up, Down, Front, Back&#x20;
* \[MM-427] Fixed a bug where adding a new morph target with an existing name wouldn't overwrite the deltas.

</details>

<details>

<summary>Mesh Morpher 2.7.0 is Live! (04/06/2023)</summary>

* \[MM-223] All binaries files are now digitally signed
* \[MM-224] Implemented auto-updater in Mesh Morpher. Upcoming Mesh Morpher version can be fetched within the engine.

</details>

<details>

<summary>Mesh Morpher 2.6.9 is Live! (04/01/2023)</summary>

* \[MM-422] Fixed a bug where grabbing deltas from import data wouldn't work correctly in certain cases. Instead, we now grab deltas only from UMorphTarget objects.

</details>

<details>

<summary>Mesh Morpher 2.6.8 is Live! (03/31/2023)</summary>

* \[MM-418] Bonesnapshots have been changed. The bone transformation storage is completely changed and requires users to recreate them.&#x20;
* \[MM-419] Renaming a Morph Target now pre-fills the text block with current Morph Target name&#x20;
* \[MM-420] Wrapper control points index indicator are not render anymore if they're outside of viewport frustum&#x20;
* \[MM-421] Fixed a bug where creating the bones gizmos would crash the engine

</details>

<details>

<summary>Mesh Morpher 2.6.7 is Live! (03/30/2023)</summary>

* \[MM-417] Bone Tree fits better in Poser side panel

</details>

<details>

<summary>Mesh Morpher 2.6.6 is Live! (03/28/2023)</summary>

* \[MM-416] Improved authentication in Mesh Morpher. This resets the current authentication token stored locally.

</details>

<details>

<summary>Mesh Morpher 2.6.5 is Live! (03/26/2023)</summary>

* \[MM-415] Implemented Recompute Normals

</details>

<details>

<summary>Mesh Morpher 2.6.4 is Live! (03/24/2023)</summary>

* \[MM-414] Fixed a bug where selecting a Reference Skeletal Mesh wouldn't display its Morph Targets

</details>

<details>

<summary>Mesh Morpher 2.6.3 is Live! (03/23/2023)</summary>

* \[MM-412] Implemented the ability to enable Animation Curves in Poser&#x20;
* \[MM-413] Implemented the ability to Create Morph Targets from Animation Curves Selection

</details>

<details>

<summary>Mesh Morpher 2.6.2 is Live! (03/21/2023)</summary>

* \[MM-410] Added Symmetric Control Points&#x20;
* \[MM-411] Updated default Wrapping settings

</details>

<details>

<summary>Mesh Morpher 2.6.1 is Live! (03/21/2023)</summary>

* \[MM-409] Improved the smoothing for non-rigid wrapping

</details>

<details>

<summary>Mesh Morpher 2.6.0 is Live! (03/20/2023)</summary>

* \[MM-407] Implemented the ability to chose fitting algorithm for control points.
* \[MM-408] Wrapping progress for Control Points now display the control point index instead of the nearest vertex index in the mesh

</details>

<details>

<summary>Mesh Morpher 2.5.9 is Live! (03/20/2023)</summary>

* \[MM-406] Vertices in Control Points influence radius can have multiple correspondence vertices

</details>

<details>

<summary>Mesh Morpher 2.5.8 is Live! (03/20/2023)</summary>

* \[MM-399] Control Points in Wrapper now just hint the non-rigid algorithm about their correspondence vertices in their influences radius instead of rigidly fitting.&#x20;
* \[MM-400] Greatly improved the non-rigid algorithm in Wrapper&#x20;
* \[MM-401] Implemented the ability to save/load control points.&#x20;
* \[MM-402] Implemented the ability to clear control points.&#x20;
* \[MM-403] Control Points now display their index in Wrapper viewport&#x20;
* \[MM-404] Subdivision steps in Wrapper now subdivides the source mesh for the amount of steps at the beginning instead of going through each step with the non-rigid fitting.&#x20;
* \[MM-405] Removed bFitToTarget from wrapper as this causes issues with non-manifold meshes

</details>

<details>

<summary>Mesh Morpher 2.5.7 is Live! (03/12/2023)</summary>

* \[MM-397] Added extra validations when writing to DNA asset.&#x20;
* \[MM-398] Implemented the ability to turn off DNA asset update when baking skeleton or morph target. (Edit->Settings)

</details>

<details>

<summary>Mesh Morpher 2.5.6 is Live! (03/12/2023)</summary>

* \[MM-394] Applying Deltas from Welded(sculpted version) to Skeletal Mesh now matches material IDs, providing higher quality projection&#x20;
* \[MM-395] Creating from Mesh Files now offers the ability to match material IDs&#x20;
* \[MM-396] Creating from Mesh now offers the ability to match material IDs

</details>

<details>

<summary>Mesh Morpher 2.5.5 is Live! (03/02/2023)</summary>

* \[MM-393] Fixed and improved Regenerate Import Data and Model

</details>

<details>

<summary>Mesh Morpher 2.5.4 is Live! (02/26/2023) <strong>[Only on MeshMorpher.com]</strong></summary>

* \[MM-388] Bonesnapshots are now saved with bone names included&#x20;
* \[MM-389] Implemented the ability to create bonesnapshot assets using blueprints in editor (CreateBoneSnapshotAsset)&#x20;
* \[MM-390] Implemented the ability in Poser to load bonesnapshots that are not skeleton compatible. Common bones with same names will be transferred&#x20;
* \[MM-391] Baking Skeleton and Baking Morph Targets now write the joint and mesh data to DNA asset for Meta Humans&#x20;
* \[MM-392] Implemented the ability to export the DNA asset(Meta Humans) to .dna file (experimental)

</details>

<details>

<summary>Mesh Morpher 2.5.3 is Live! (02/22/2023) <strong>[Only on MeshMorpher.com]</strong></summary>

* \[MM-385] Create From FBX Files now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)&#x20;
* \[MM-386] Export Mesh to OBJ now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)&#x20;
* \[MM-387] Export Morph Target to OBJ now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)

</details>

<details>

<summary>Mesh Morpher 2.5.2 is Live! (02/19/2023) <strong>[Only on MeshMorpher.com]</strong></summary>

* \[MM-381] Fixed a bug with transform tool where closing and reopening the tool would wrongfully reposition the gizmo&#x20;
* \[MM-382] Baking Bonesnapshots now notify all existing viewports that the mesh was changed&#x20;
* \[MM-383] Baking Bonesnapshots now reinitializes render data and clears out much better.&#x20;
* \[MM-384] Ok button in Poser has been renamed to Create Morph Target

</details>

<details>

<summary><strong>Mesh Morpher 2.5.1 is Live! (02/16/2023) [Only on MeshMorpher.com]</strong></summary>

* \[MM-380] Fixed a bug with Copy where the Morph Target wouldn't be properly projected on the target LODs > 0 and disabling UV Projection wouldn't work properly.

</details>

<details>

<summary><strong>Mesh Morpher 2.5.0 is Live! (02/16/2023) [Only on MeshMorpher.com]</strong></summary>

* \[MM-379] Implemented the ability to fit skeletons to Morph Targets

</details>

<details>

<summary><strong>Mesh Morpher 2.4.9 is Live! (02/15/2023) [Only on MeshMorpher.com]</strong></summary>

* \[MM-376] Implemented the ability to bake skeletons
* &#x20;\[MM-377] Implemented the ability to draw simplified bones in Wrapper and Poser
* \[MM-378] Implemented the ability to scale bone indicators to bones in Wrapper and Poser

</details>

<details>

<summary><strong>Mesh Morpher 2.4.8 is Live! (02/05/2023)</strong></summary>

* \[MM-375] Fixed a bug with creating Morph Targets at runtime

</details>

<details>

<summary><strong>Mesh Morpher 2.4.7 is Live! (01/30/2023)</strong></summary>

* \[MM-372] Fixed a bug with Pinch Tool&#x20;
* \[MM-373] Moved unnecessary components and libraries from Runtime module to Core. Only necessary stuff will now be packaged.&#x20;
* \[MM-374] Fixed baking once and for all. (Special thanks to @kostenickj for helping out with this)

</details>

<details>

<summary><strong>Mesh Morpher 2.4.6 is Live! (01/25/2023)</strong></summary>

* \[MM-367] Fixed a bug with Mesh Morpher Debug Skeletal Mesh where assigning a different mesh after a mesh was previously assigned, would preserve the materials from the old mesh.&#x20;
* \[MM-368] Fixed a bug where on save, Source bone snapshot was selecting the target mesh as skeletal mesh in Wrapper&#x20;
* \[MM-369] Fixed a bug with Bone Snapshot assets where the Skeletal Mesh Property wouldn't preserve its value&#x20;
* \[MM-370] Fixed a bug with Standalone Mask Selection assets where the Skeletal Mesh Property wouldn't preserve its value
* &#x20;\[MM-371] Fixed a bug in Mesh Morpher Mesh Component where the Scene Proxy wasn't flushing rendering commands when the topology was changed potentially crashing

</details>

<details>

<summary><strong>Mesh Morpher 2.4.5 is Live! (01/23/2023)</strong></summary>

* \[MM-366] Fixed a possible bug with baking where in certain cases where import data is not consistent, the mesh becomes scrambled.

</details>

<details>

<summary><strong>Mesh Morpher 2.4.4 is Live! (01/18/2023)</strong></summary>

* \[MM-365] Fixed a bug in Mesh Morpher Mesh Component Scene Proxy where updating the mesh data could result in a crash

</details>

<details>

<summary><strong>Mesh Morpher 2.4.3 is Live! (01/15/2023)</strong></summary>

* \[MM-364] Bone Snapshot menu has been re-added to Poser. It went MIA during UI refactoring

</details>

<details>

<summary><strong>Mesh Morpher 2.4.2 is Live! (01/11/2023)</strong></summary>

* \[MM-361] Fixed a bug with baking where Mesh Morpher would fail to offset the existing Morph Targets&#x20;
* \[MM-362] Baking performance has been greatly improved.&#x20;
* \[MM-363] Fixed a bug with Symmetric Brush for Tools where the Symmetric Brush would be incorrectly positioned when Only Facing Camera was disabled

</details>

<details>

<summary><strong>Mesh Morpher 2.4.1 is Live! (01/10/2023)</strong></summary>

* \[MM-354] Windows with Viewports and Morph Targets Lists have been replaced with dockable tabs&#x20;
* \[MM-355] Implemented an Entitlement Check which attempts to inform users if they don't own the product. Mesh Morpher as any other code plugin on the UE Marketplace is licensed per seat.&#x20;
* \[MM-356] Implemented the ability to regenerate import data which is useful for some marketplace assets.&#x20;
* \[MM-357] Code refactor for Editor and Core Modules
* &#x20;\[MM-358] Fixed a bug where closing windows(now tabs) with viewports in 5.1 would result in a crash(sometimes)&#x20;
* \[MM-359] Various optimizations to UI across the plugin
* &#x20;\[MM-360] Fixed a bug with Fit to Target in Wrapper when sometimes could result in a crash. Fit to Target can fail fitting but won't crash.

</details>

<details>

<summary><strong>Mesh Morpher 2.4.0 is Live! (12/30/2022)</strong></summary>

* \[MM-351] Copy Morph Targets now uses the source skeletal mesh with pose applied (if any)&#x20;
* \[MM-352] Reference Mesh Master Pose functionality has been simplified. Instead of two booleans now it uses an enum to set the correct Master pose.&#x20;
* \[MM-353] Fixed a bug where changing a bone transformation using the text widgets and then moving the transform gizmo would result in a crash in Wrapper and Poser

</details>

<details>

<summary><strong>Mesh Morpher 2.3.9 is Live! (12/26/2022)</strong></summary>

* \[MM-348] Fixed a bug where on opening a mask selection asset, the selection will always be appended.
* \[MM-350] Mask selection mesh is drawn at an offset distance of Normal \* 0.1 to make sure is always on top

</details>

<details>

<summary><strong>Mesh Morpher 2.3.8 is Live! (12/26/2022)</strong></summary>

* \[MM-349] Fixed a bug with Reference Mesh in Poser where the mesh would attempt to inherit vertices from the Pose Mesh Component

</details>

<details>

<summary><strong>Mesh Morpher 2.3.7 is Live! (12/24/2022)</strong></summary>

* \[MM-334] Fixed control points in Wrapper
* \[MM-335] Optimized wrapper
* \[MM-336] Implemented Masking in Wrapper.
* \[MM-337] Tools are using now internal smooth enum
* \[MM-338] Implemented Legacy smooth option which allows users to use the old smoothing algorithm(if they want to)
* \[MM-339] Implemented the ability to enable Morph Targets in poser.
* \[MM-340] On bonesnapshot save, users are now notified when the save is complete.
* \[MM-341] Implemented the ability to select a Reference Mesh in poser.
* \[MM-342] Implemented the ability to Fit Scale Source to Target in Wrapper
* \[MM-343] Implemented the ability to Hide Preview and Reference Meshes in Wrapper
* \[MM-344] IsDynamicMeshIdentical doesn't check for identical normals anymore.
* \[MM-345] Renamed Select Only Facing Camera to Only Facing Camera in Tools.
* \[MM-346] Removed Hit Back Faces from Tools, functionality is replaced by Only Facing Camera.
* \[MM-347] Now Bones in Poser and Wrapper are reset on Bonesnapshot load

</details>

<details>

<summary><strong>Mesh Morpher 2.3.6 is Live! (12/20/2022)</strong></summary>

* \[MM-324] Fixed a bug with Add New Morph Target where if the selected name is already in use, the overwrite happens without unloading the Morph Target if it is already loaded
* \[MM-325] Fixed a bug with Duplicate Morph Target where if the selected name is already in use, the overwrite happens without unloading the Morph Target if it is already loaded
* \[MM-326] Fixed a bug with Merging Target where if the selected name is already in use, the overwrite happens without unloading the Morph Target if it is already loaded
* \[MM-327] Merging doesn't allow anymore to pick a Destination name that is part of the selection
* \[MM-328] Fixed a bug with UMeshMorpherDebugSkelMesh where the bone caching wasn't working as intended
* \[MM-329] Fixed a bug in wrapper and poser viewport where clicking bones wouldn't work as intended due to cursor hiding
* \[MM-330] Fixed bonesnapshot bugs in wrapper and poser where the bonesnapshot wouldn't be correctly saved or loaded
* \[MM-331] Fixed a packaging issue for 5.1 due to fbxsdk missing files
* \[MM-332] Added Docs and Support menu option under Help dropdown menu
* \[MM-333] Threshold and Normal Incompatibility Threshold have been removed from the wrapper as they were not used.

</details>

<details>

<summary><strong>Mesh Morpher 2.3.5 is Live! (12/09/2022)</strong></summary>

* \[MM-317] Fixed a bug where Cancel on saving bone snapshot bug would crash the engine&#x20;
* \[MM-318] Fixed a bug where the material for reference meshes in wrapper weren't properly assigned&#x20;
* \[MM-319] Fixed a bug where undoing bone actions would sometimes fail in the wrapper and poser&#x20;
* \[MM-320] Selecting an animation in the wrapper and poser still allows you to move bones around thus enabling further pose customization&#x20;
* \[MM-321] Removed bDisablePostProcessBlueprint. The Debug Skeletal Mesh Component has been redone.

</details>

<details>

<summary><strong>Mesh Morpher 2.3.4 is Live! (12/06/2022)</strong></summary>

* \[MM-323] Fixed a baking bug where the Normals wouldn't be properly stored

</details>

<details>

<summary><strong>Mesh Morpher 2.3.3 is Live! (12/06/2022)</strong></summary>

* \[MM-322] Cleaned the wrapper

</details>

<details>

<summary><strong>Mesh Morpher 2.3.2 is Live! (11/21/2022)</strong></summary>

* \[MM-312] Implemented the ability to enable/disable Post Process Animation blueprint&#x20;
* \[MM-313] Added some extra validation for the Pose frame slider&#x20;
* \[MM-314] Separated Wrapper from Create from Mesh to its own window.&#x20;
* \[MM-315] Fixed a possible bug where browsing corrupted assets would crash the engine. Now Mesh Morpher attempts to filter them out.&#x20;
* \[MM-316] Create From Mesh window doesn't automatically close after the Morph Target was created, allowing users to select another mesh directly.

</details>

<details>

<summary><strong>Mesh Morpher 2.3.1 is Live! (11/11/2022)</strong></summary>

* \[MM-309] Improved baking(Set Weight) Standalone Morph Target at runtime&#x20;
* \[MM-310] Implemented profiling for runtime functionality&#x20;
* \[MM-311] Fixed a bug in Mesh Morpher Mesh Component where changing the mesh would crash the editor

</details>

<details>

<summary><strong>Mesh Morpher 2.3.0 is Live! (11/04/2022)</strong></summary>

* \[MM-306] Implemented the ability to Create Standalone Morph Targets from FBX/OBJ Files at runtime&#x20;
* \[MM-307] Implemented the ability to Create Morph Targets from FBX/OBJ Files at runtime&#x20;
* \[MM-308] Implemented the ability to Export Skeletal Mesh Render Data (reflects already baked standalone morph targets) to OBJ Files at runtime. Welded and non-welded support

</details>

<details>

<summary><strong>Mesh Morpher 2.2.9 is Live! (11/02/2022)</strong></summary>

* \[MM-305] Fixed a bug with Baking(Set Weight) of standalone morph targets in packaged builds where it would crash the game.

</details>

<details>

<summary><strong>Mesh Morpher 2.2.8 is Live! (10/31/2022)</strong></summary>

* \[MM-301] Implemented the option to project at runtime Standalone Morph Targets to another mesh Standalone Morph Targets&#x20;
* \[MM-302] Implemented the option to project at runtime Standalone Morph Targets to another mesh Morph Targets&#x20;
* \[MM-303] Implemented various utility nodes for Standalone Morph Targets assets.&#x20;
* \[MM-304] Implemented the ability to bake Standalone Morph Targets on the skeletal mesh at runtime

There is a bug with baking Standalone Morph Targets at runtime in packaged builds but the fix has been submitted already to Epic and it will be available in 2.2.9 version.

</details>

<details>

<summary><strong>Mesh Morpher 2.2.7 is Live! (10/30/2022)</strong></summary>

* \[MM-299] Implemented Smooth Types in Mesh Morpher core functionality. There are 3 smooth types: uniform, mean value, cotan&#x20;
* \[MM-300] Improved performance and quality of smoothing in core functionality.

You'll see that the default smoothing values have changed across Mesh Morpher(Copy, Create From Mesh File, Wrapper etc.) because the entire algorithm has changed and the impact is different. However, this change doesn't affect previously created Morph Targets.

</details>

<details>

<summary><strong>Mesh Morpher 2.2.6 is Live! (10/28/2022)</strong></summary>

* \[MM-297] Merge Morph Targets now can use 3 types of merging: Append, Magnitude and Mean Average&#x20;
* \[MM-298] Baking has been further improved.

</details>

<details>

<summary><strong>Mesh Morpher 2.2.5 is Live! (10/26/2022)</strong></summary>

* \[MM-296] Fixed a bug where changing the Skeletal Mesh to another one after any modification was made would result in a crash.

</details>

<details>

<summary><strong>Mesh Morpher 2.2.4 is Live! (10/22/2022)</strong></summary>

* \[MM-295] Pose Mesh Component and Reference Mesh Component in Toolkit now have disabled post process and control rig

</details>

<details>

<summary><strong>Mesh Morpher 2.2.3 is Live! (10/19/2022)</strong></summary>

* \[MM-287] Discontinued Meta Morph assets&#x20;
* \[MM-288] Importing from FBX/OBJ now has default Forward axis to Y and T0 pose enabled. This is implemented by default to match Unreal Engine's behavior&#x20;
* \[MM-289] Optimized wrapping to use vertex pairs per material. This could slightly increase the quality of the results when copying, wrapping etc.&#x20;
* \[MM-290] Create from Pose now allows users to manage bones individually while in Mesh Morpher.&#x20;
* \[MM-291] Mesh Morpher can be compiled by users to support UE 5.1 P1/2&#x20;
* \[MM-292] Fixed a bug with FBX importer where it would crash from time to time&#x20;
* \[MM-293] Bone Editor in Wrapper and Poser doesn't duplicate the skeletal meshes anymore hence the performance is a little bit improved&#x20;
* \[MM-294] Added Create from Mesh and From Pose to the Toolbar

</details>

<details>

<summary><strong>Mesh Morpher 2.2.2 is Live! (10/04/2022)</strong></summary>

* \[MM-284] Fixed a bug with Bone Snapshots where the skeletal mesh wouldn't get stored and would result in an engine crash when browsing the assets.&#x20;
* \[MM-285] Windows with Viewports (Wrapper, Create From Mesh Files etc) now have persistent window size.&#x20;
* \[MM-286] Implemented Section Selection in the Wrapper.

</details>

<details>

<summary><strong>Mesh Morpher 2.2.1 is Live! (09/22/2022)</strong></summary>

* \[MM-233] Implemented Bone Snapshots in the Wrapper, allowing users to save the current Bones Transformation to an asset, and load it when needed&#x20;
* \[MM-283] Implemented Source Pose and Frame for the wrapper, allowing users to set an animation sequence frame bone transformations to the Source Mesh

![](/files/zj0n3wmT9IkTZnGEeMXp)

</details>

<details>

<summary><strong>Mesh Morpher 2.2.0 is Live! (09/20/2022)</strong></summary>

* \[MM-274] Improved bone rendering and interaction in the wrapper&#x20;
* \[MM-275] Improved control point rendering and interaction in the wrapper&#x20;
* \[MM-276] The wrapper now automatically attempts to rigid fit the target to source. Scaling is optional&#x20;
* \[MM-277] Improved the performance speed of control points processing&#x20;
* \[MM-278] The wrapper now centers target and source, as well as vertices affected by control points and their correspondents&#x20;
* \[MM-279] Added GUI settings for the Wrapper in the Mesh Morpher's Settings window&#x20;
* \[MM-280] Fixed a bug with undo/redo bone transforms in the wrapper. Now each bone has its own transform gizmo&#x20;
* \[MM-281] Fixed several possible crashes when undo/redo transform bones in the wrapper&#x20;
* \[MM-282] Fixed a bug where control points were displaying wrong influence radius

</details>

<details>

<summary><strong>Mesh Morpher 2.1.9 is Live! (09/20/2022)</strong></summary>

* \[MM-272] Implemented bone alignment for Wrapper

</details>

<details>

<summary><strong>Mesh Morpher 2.1.8 is Live! (09/16/2022)</strong></summary>

* \[MM-260] Fixed a bug where renaming a morph target to a previously removed morph target would result in a crash&#x20;
* \[MM-261] Removed the option in baking where you could select to either remove or not the baked morph target. All baked morph targets are automatically removed.&#x20;
* \[MM-262] Cleaned the Toolkit code a little bit&#x20;
* \[MM-263] Projecting Morph Targets on an invalid LOD doesn't crash the engine anymore. Event is logged in Output log.&#x20;
* \[MM-264] Implemented bOnCompleteRigidFitToOriginalMesh in Wrapper Settings which attempts to match the proportions and rotation of the resulted morph target to the original target mesh.&#x20;
* \[MM-265] Implemented the ability to set a source from from file(FBX/OBJ) when using the wrapper.&#x20;
* \[MM-266] Implemented the ability to manually change transform of the source mesh to manually match the target when using the wrapper&#x20;
* \[MM-267] Implemented Control Points when using the Wrapper.&#x20;
* \[MM-268] Wrapper automatically uses welded meshes for both target and source.&#x20;
* \[MM-269] Rigid and Non-Rigid Settings are now separated when using Wrapper.&#x20;
* \[MM-270] Cleaned and optimized the Wrapper&#x20;
* \[MM-271] Fixed a bug in Transform Tool where Rotation Y axis would mistakenly be bound to Scale Y

</details>

<details>

<summary><strong>Mesh Morpher 2.1.7 is Live! (09/01/2022)</strong></summary>

* \[MM-257] Fixed a bug where smooth type combo box was not visible&#x20;
* \[MM-258] Fixed a bug where the FBX Importer wouldn't import all mesh sections&#x20;
* \[MM-259] Improved the Wrapper. We now have two types of fitting, rigid and non-rigid. Rigid attempts to align, rotate and scale(optional) the meshes to fit them as much as possible before non-rigid to make it easier on the algorithm. Non-rigid is using an enhanced ICP algorithm which attempts to fit the meshes by wrapping the target mesh around the source mesh.

The wrapper algorithm changed drastically, we now have plenty of options to optimize the wrapping process. We've reached a point where I believe the wrapping works as intended. Next step is to add the possibility to set control points to help the algorithm in certain areas.

Mesh Morpher's Wrapper is still in its early stages, very experimental but I'm heavily invested into implementing it.

![](/files/2s11LVP4iJycCbnlDLFM)

</details>

<details>

<summary><strong>Mesh Morpher 2.1.6 is Live! (08/25/2022)</strong></summary>

* \[MM-256] Improved Create Morph Target From Mesh. This functionality is originally intended to work with Meta Human heads. With this version it allows the creation of Morph Targets from all kind of meshes.&#x20;

*This is still very experimental and work in progress. The best results come from meshes that share the skeleton and proportions and manifold.*

</details>

<details>

<summary><strong>Mesh Morpher 2.1.5 is Live! (08/21/2022)</strong></summary>

* \[MM-253] Improved performance and accuracy of Morph Target projection on meshes. We're slowly preparing the grounds for the Wrapper functionality.&#x20;
* \[MM-254] Improved ROI return performance in UMeshMorpherMeshComponent. Now it has better distribution across all threads.&#x20;
* \[MM-255] Creating Morph Target from Meta Morphs (current mesh) has been implemented. It uses as a target mesh the current mesh with pose (if any)

</details>

<details>

<summary><strong>Mesh Morpher 2.1.4 is Live! (08/18/2022)</strong></summary>

* \[MM-240] Implemented T0 pose on FBX Import&#x20;
* \[MM-241] Implemented the ability to set an offset location on FBX/OBJ import&#x20;
* \[MM-242] Increased the accuracy of pose frame slider&#x20;
* \[MM-243] Implemented a new SpinBox near the pose frame slider which allows to jump to certain frames and view the current frame position.&#x20;
* \[MM-244] Section List in Tools is now using a fixed size with a scrollbar&#x20;
* \[MM-245] Implemented Select All Sections in Tools&#x20;
* \[MM-246] Implemented Export Morph Target As OBJ&#x20;
* \[MM-247] Welding Settings are now centralized in Settings under Internal Welding Settings category. This allows for more consistency between Exported Meshes as OBJ(welded), Exported Morph Targets as OBJ(welded) and Mesh Morpher's internal mesh(welded)&#x20;
* \[MM-248] Create Morph Target from Mesh Files is now using as a target mesh the existing mesh with pose applied(if any)&#x20;
* \[MM-249] Removed Legacy OBJ Importer. Legacy OBJ Importer was only used for OBJ quad meshes. FBX/OBJ Importer now supports triangle/quad meshes with polygons of 3 or 4 elements. This change also fixes an existing visual rendering bug with quad meshes.&#x20;
* \[MM-250] Mask Selection triangles are sorted now on Export Mask Selection to OBJ. This allows for more consistent exports.&#x20;
* \[MM-251] Fixed a bug where if the sections materials are invalid then the mesh would be invisible when a Morph Target is open&#x20;
* \[MM-252] Fixed a bug with Mesh Materials in Custom Scene Proxy where having invalid Materials on the skeletal mesh would sometimes cause a crash

</details>

<details>

<summary><strong>Mesh Morpher 2.1.3 is Live! (08/16/2022)</strong></summary>

This long overdue update is about improving performance and stability in Mesh Morpher core functionality.&#x20;

I improved Scene Proxy performance and stability, allowing Mesh Morpher to send to the GPU only changes that were made instead of the whole mesh/selection data.&#x20;

I also Improved Mesh Morpher's Mesh Component stability and performance by taking advantage of all CPU power/threads whenever possible.&#x20;

Mesh Operations are now more performant due to better distribution across all available threads.

A lot of core functionalities were re-written to achieve this performance/stability improvement. If you find a bug, don't hesitate to let me know.

</details>

<details>

<summary><strong>Mesh Morpher 2.1.2 is Live! (08/11/2022)</strong></summary>

* \[MM-238] Fixed a bug in Baking where only the last selected Morph Target would be baked.&#x20;
* \[MM-239] Camera Location, Rotation, Speed, Speed Scalar and FOV are now saved when users close Mesh Morpher window. This allows to preserve viewport camera settings.&#x20;
* \[MM-240] Changing Pose asset or frame now automatically saves and close current selected Morph Target. The process is heavy and reopening the Morph Target everytime the pose frame is changed will halt Mesh Morpher for a long time.

</details>

<details>

<summary><strong>Mesh Morpher 2.1.1 is Live! (07/30/2022)</strong></summary>

* \[MM-231] Implemented the ability to customize Brush Sphere Indicator Alpha and Color in Settings&#x20;
* \[MM-232] Implemented the ability to Display Material Slot Names instead of IDs in Tools&#x20;
* \[MM-234] Renamed Mask Behaviour to Mask Visibility&#x20;
* \[MM-235] Disable Mask Visibility when painting Mask Selection is enabled&#x20;
* \[MM-236] Disable Mask Painting when Enabling Mask Visibility&#x20;
* \[MM-237] Implemented the ability to export Material Slot Names instead of IDs on OBJ Export

</details>

<details>

<summary><strong>Mesh Morpher 2.1.0 is Live! (07/24/2022)</strong></summary>

* \[MM-229] Implemented the ability to hide Masked/Unmasked Vertices&#x20;
* \[MM-230] Re-implemented Brush Sphere. It can be Enabled/Disabled in Edit->Settings

</details>

<details>

<summary><strong>Mesh Morpher 2.0.9 is Live! (07/16/2022)</strong></summary>

* \[MM-226] Implemented the ability to set Master Pose for Reference Skeletal Mesh&#x20;
* \[MM-227] Pose assets now check compatibility between the skeleton and the animation asset thus allowing to select retargeted animations.

</details>

<details>

<summary><strong>Mesh Morpher 2.0.8 is Live! (07/14/2022)</strong></summary>

* \[MM-225] Implemented the ability to enable Morph Targets on Reference Skeletal Mesh

</details>

<details>

<summary><strong>Mesh Morpher 2.0.7 is Live! (06/07/2022)</strong></summary>

* \[MM-224] Fixed a bug where Smooth Tool didn't work correctly with Symmetry enabled

</details>

<details>

<summary><strong>Mesh Morpher 2.0.6 is Live! (06/06/2022)</strong></summary>

* \[MM-222] Fixed a bug where GetMaxGroupID() in UMeshMorpherMeshComponent was not displaying the correct sections count&#x20;
* \[MM-223] OBJ and FBX importing now both use the FBX module in Unreal Engine. In Mesh Morpher now you can see one option, Create From Mesh Files which allows users to select both FBX and OBJ file formats. OBJ quad meshes behind the scenes are still processed by the old OBJ importer

</details>

<details>

<summary><strong>Mesh Morpher 2.0.5 is Live! (06/02/2022) This version is available for UE 5.0.0 and higher.</strong></summary>

* \[MM-220] Enhanced OBJ export functionality. Implemented the ability to append additional skeletal meshes to OBJ output allowing users to attach bodies to heads and so on. See notes.&#x20;
* \[MM-221] Fixed a bug where changing the selected skeletal mesh while a dialog box was open wouldn't close the dialog box.&#x20;

*Notes: There are various options available now for OBJ export functionality, allowing users to weld exported mesh based on the given parameters or group additional meshes into separate Objects.* *These enhancements aim to ease up and simplify workflows.*

![](/files/EMZuK5ieGQAXWxtLDNtX)![](/files/oG1IKGjAbNS5IWUO0MxJ)

</details>

<details>

<summary><strong>Mesh Morpher 2.0.4 is Live! (05/28/2022) This version is available for UE 5.0.0 and higher.</strong></summary>

* \[MM-215] Tools Material Mode selection is now saved and persistent&#x20;
* \[MM-217] Fixed a bug in Create Morph Target from FBX Files widget when changing the Coordinate System or any of the Axis wouldn't show up the progress bar&#x20;
* \[MM-218] Switched Versioning URL to new host. If users don't update to the latest version 2.0.4 they will not receive any further notifications about new versions.

</details>

<details>

<summary><strong>Mesh Morpher 2.0.3 is Live! (05/09/2022) This version is available for UE 5.0.0 and higher.</strong></summary>

* \[MM-211] Implemented the ability to select boundary vertices&#x20;
* \[MM-212] Implemented the possibility to create Morph Targets from FBX files. See notes.&#x20;
* \[MM-213] Cleared files from unnecessary includes.&#x20;
* \[MM-214] Fixed a bug where OBJ importer wouldn't process quad meshes correctly&#x20;
* \[MM-216] Implemented RebuildTangentBasis in baking Morph Targets to Skeletal mesh. Hopefully this will generate more consistent baking results.

Note: Creating Morph Targets from FBX files has been implemented to remove the need to import the FBX files in the engine first, which is causing vertices count/order inconsistencies by getting the meshes optimized by the Engine.&#x20;

Mesh Morpher is only attempting to get the highest vertex count LOD(LOD0) when importing FBX files.&#x20;

This has been tested with FBX files exported from UE, Maya and Blender.&#x20;

This functionality is still experimental so please don't hesitate to report back with issues and suggestions.

</details>

<details>

<summary><strong>Mesh Morpher 2.0.2 is Live! (04/15/2022) This version is available for UE 5.0.0 and higher.</strong></summary>

* \[MM-207] Removed UStandaloneMorphTarget. UMetaMorph will take its place&#x20;
* \[MM-208] Removed the ability to bake morph targets at runtime. This was an experimental feature and it failed to perform in UE5. As soon as I find a replacement I will implement it&#x20;
* \[MM-209] Fixed a bug where on baking morph targets the normals would be broken when Virtual Shadow Mapping is selected.

</details>

<details>

<summary><strong>Mesh Morpher 2.0.1 is Live! (04/09/2022) This version is available for UE 5.0.0 and higher.</strong></summary>

* \[MM-176] Transform Gizmo in Transform Tool now allows Scaling&#x20;
* \[MM-177] Convert float to double precision. This allows for higher quality Morph Targets when working with Mesh Morpher. However, UE's deltas are still floats.&#x20;
* \[MM-178] Indicator now is drawn in Mesh Component Scene Proxy&#x20;
* \[MM-182] Convert Tools to UMG Widgets&#x20;
* \[MM-185] Fixed a bug in UMeshMorpherToolHelper::GetNormalizedLength&#x20;
* \[MM-186] Implemented the ability to get the bounds of mask selection in UMeshMorpherMeshComponent&#x20;
* \[MM-187] Updated Shortcuts for Commands&#x20;
* \[MM-188] Implemented Toggle Mask Selection Command&#x20;
* \[MM-190] Implemented Clear Mask Selection Command&#x20;
* \[MM-204] Support for Mac&#x20;
* \[MM-205] Removed Enable/Disable build mesh data functionality&#x20;
* \[MM-206] Fixed a bug where progress bars wouldn't show up&#x20;

*And various fixes and improvements here and there.*&#x20;

Currently UE5 version supports: Win64, Linux and Mac. After some more testing I will add back the other platforms.

</details>


# UI


# New


# Exit


# Camera FOV

Mesh Morpher allows users to change the camera FOV in the preview viewport.

Navigate to the camera menu in the viewport and set the slider to the desired value.

<div align="left"><figure><img src="/files/hKnbDiLtErbjOFzjRot1" alt=""><figcaption></figcaption></figure></div>


# Focus Camera

Mesh Morpher allows users to focus the camera while pointing at the Skeletal Mesh to focus the camera on that specific point.

Navigate to Edit top dropdown menu and click Focus Camera.

<div align="left"><figure><img src="/files/ihGMJRBkPCl8p0jxLrf8" alt=""><figcaption></figcaption></figure></div>

{% hint style="info" %}
Keyboard shortcut: F
{% endhint %}

{% hint style="info" %}
Use Mouse Wheel to adjust the Focusing distance.
{% endhint %}

<figure><img src="/files/WnT37D0CE5nMPk39v0Lr" alt=""><figcaption></figcaption></figure>


# Ruler

Ruler allows us to measure and Track MetaHuman Deformations with Ruler. We can track how Morph Targets, Animations, Animations Curves affect our selected Points of Interest so we can better understand what we can do to fine-tune our skeletal meshes.

Left Click to add points. Right Click on points to remove them.

{% embed url="<https://youtu.be/8_0uNCkr8hk>" %}


# Basic Operations


# Open Skeletal Mesh

There are several ways you can open a Skeletal Mesh in Mesh Morpher.

* Use the asset picker in Mesh Morpher's toolbar.\
  ![](/files/e2ZOxODjFNUdMK76jxYV)
* Select the Skeletal Mesh in Content Browser and click on Mesh Morpher icon.\
  ![](/files/sHmRTxGpFsDw2xqHYUdt)
* Select the Skeletal Mesh in Content Browser, right click and select Open with Mesh Morpher.\
  ![](/files/X01OP7bAoaOPkReoT4rW)


# Save

Saves the changes to the Skeletal Mesh making them persistent.

Save button is accessible through:

* Toolbar\
  ![](/files/tEGGS6BRIvy6B4sfLkFR)
* Navigating to File top dropdown menu and clicking save\
  ![](/files/Md84PMCJHyyXswsAdSuZ)

{% hint style="info" %}
Keyboard shortcut: Ctrl + S
{% endhint %}

> The button is greyed out when there's nothing recorded to save.

{% hint style="danger" %}
Saving is irreversible.
{% endhint %}


# Open Morph Target

Mesh Morpher allows users to load and sculpt existing Morph Targets in-engine.

There are three ways to load a Morph Target:

* Double-click on the Morph Target you want to load in Morph Targets list.\
  ![](/files/YZOHIIdrLDmdQOQ0KVs4)
* Right-click on the Morph Target you want to load in Morph Targets list and select Open Morph Target.\
  ![](/files/9tcXIsUD9JgxP1t9vw1A)
* Navigating to Edit top dropdown menu and clicking Open Morph Target\
  ![](/files/lVXJk8citht1pwIuxmmj)

{% hint style="info" %}
Keyboard shortcut: Ctrl + O
{% endhint %}


# Close Morph Target

Mesh Morpher allows users to unload Morph Targets that have been previously loaded.

There are two ways to unload a loaded Morph Target:

* By right-clicking on the Morph Targets list and select Close Morph Target.\
  ![](/files/wFBCtA0CWpoL8M0yr66y)<br>
* Navigating to Edit top dropdown menu and clicking Close Morph Target.\
  ![](/files/6jc6IBuSjpLyAwC3CAhg)

{% hint style="info" %}
If there are any changes to the Morph Target, Mesh Morpher will attempt to save them.
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + D
{% endhint %}

> The button is greyed if no Morph Target is loaded.


# Add New

Mesh Morpher allows users to create and sculpt new Morph Targets in-engine without the need of any other DCC software.

There are three ways to create new Morph Targets:

* By clicking Add New in Mesh Morpher's toolbar\
  ![](/files/WbX05BWs1y24m3WX54WQ)
* By right-clicking on the Morph Targets list and select Add new\
  ![](/files/Sw4mTNEhBevXWzyCntTl)
* Navigating to Edit top dropdown menu and clicking Add new\
  ![](/files/TAFRBCHW4mJjgLElrlr1)

Once the Add New button is pressed, a dialog box will open, asking for a name for the new Morph Target.

<div align="left"><figure><img src="/files/HoU8sYGCMkXcqoUbcDxr" alt=""><figcaption></figcaption></figure></div>

{% hint style="warning" %}
If the selected Morph Target name is already in use, a new dialog box will pop asking whether to overwrite or change the name. Pressing Yes will clear and overwrite the existing Morph Target.\
![](/files/cZL7cOq98tcxuzNMn9W1)
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + A
{% endhint %}


# Delete

Mesh Morpher allows users to delete Morph Targets in-engine without the need of any other DCC software.

You can delete a single Morph Target or multiple Morph Targets by using *Ctrl+Click* or *Shift+Click* to select additional Morph Targets in the Morph Targets list.

There are three ways to delete Morph Targets:

* By clicking Delete in Mesh Morpher's toolbar\
  ![](/files/aS9l9K8K7fq3HgCIAAuL)
* By Right-clicking on the Morph Target you want to Delete in Morph Targets list and select Rename.\
  ![](/files/2UKQLEwcQ5e93zAmYY5X)
* Navigating to Edit top dropdown menu and clicking Delete\
  ![](/files/ZZIs2ZjFsDC6EcGBad7E)

{% hint style="warning" %}
A new dialog will pop asking for confirmation. Clicking Yes will proceed with Morph Target removal.\
![](/files/BcyTlq6Ngbo94mfJmmRH)
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: DELETE
{% endhint %}

> The button is greyed out when there's no selection.

{% hint style="danger" %}
Morph Target removal is irreversible.
{% endhint %}

> Delete allows multi-selection.


# Rename

Mesh Morpher allows users to rename Morph Targets in-engine without the need of any other DCC software.

There are three ways to rename Morph Targets:

* By clicking Rename in Mesh Morpher's toolbar\
  ![](/files/VSz7Tv2rifBmOoGkZNfw)
* By Right-clicking on the Morph Target you want to rename in Morph Targets list and select Rename.\
  ![](/files/rTg4jRB806ikxWkGdhlc)
* Navigating to Edit top dropdown menu and clicking Rename\
  ![](/files/dI9L4MG74jOEZ1KZzjtX)

Once the Rename button is pressed, a dialog box will open, asking for a New Morph Target Name.

<div align="left"><figure><img src="/files/jMmcH48HkPPnFt7Dl8nw" alt=""><figcaption></figcaption></figure></div>

{% hint style="warning" %}
If the selected Morph Target name is already in use, a new dialog box will pop with the information.\
![](/files/gjjn8ob00T0Rn8vNKqFP)
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + R
{% endhint %}

> The button is greyed out when there's no selection.

{% hint style="danger" %}
Morph Target renaming is irreversible.
{% endhint %}

> Rename doesn't allow multi-selection.


# Duplicate

Mesh Morpher allows users to duplicate Morph Targets in-engine without the need of any other DCC software.

There are three ways to duplicate Morph Targets:

* By clicking Duplicate in Mesh Morpher's toolbar\
  ![](/files/XvGUCBjuE94kyGX20R2v)
* By Right-clicking on the Morph Target you want to duplicate in Morph Targets list and select Duplicate.\
  ![](/files/ybr9gkAHzcdKydVkrdPr)
* Navigating to Edit top dropdown menu and clicking Duplicate\
  ![](/files/5pPiOozNBdBZNH4vSse3)

Once the Duplicate button is pressed, a dialog box will open, asking for a name for the new Morph Target.

<div align="left"><figure><img src="/files/5H4VhxjBkffXQNciMtQd" alt=""><figcaption></figcaption></figure></div>

{% hint style="warning" %}
If the selected Morph Target name is already in use, a new dialog box will pop asking whether to overwrite or change the name. Pressing Yes will clear and overwrite the existing Morph Target.\
![](/files/cZL7cOq98tcxuzNMn9W1)
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + Alt + D
{% endhint %}

> Duplicate doesn't allow multi-selection.


# Set Magnitude

Set Magnitude works as a Multiplier in Mesh Morpher.\
It allows users to change the impact of the deltas in a Morph Target by a given value. Values can go both ways, negative to decrease the impact and positive the increase the impact.

You can Set Magnitude for a single Morph Target or multiple Morph Targets by using *Ctrl+Click* or *Shift+Click* to select additional Morph Targets in the Morph Targets list.

There are two ways to Set Magnitude of a Morph Target:

* By Right-clicking on the Morph Target you want to change Magnitude for, in Morph Targets list, and select Set Magnitude.\
  ![](/files/wWZYK3VL41vWeZsolgjt)
* Navigating to Tools top dropdown menu and clicking Set Magnitude\
  ![](/files/iW62eVEhZbJniECGxDkx)

Once the Set Magnitude button is pressed, a dialog box will open, asking for a Magnitude value.

<div align="left"><figure><img src="/files/hSkx4JoXTVkLcE2lqIP1" alt=""><figcaption></figcaption></figure></div>

{% hint style="info" %}
Keyboard shortcut: Alt + M
{% endhint %}

> Set Magnitude allows multi-selection.

Here is an example of how Magnitude Works with both negative and positive magnitude values.

<figure><img src="/files/rO4B1l3dwj3rdnxeG3Jj" alt=""><figcaption><p>Original Morph Target</p></figcaption></figure>

<figure><img src="/files/0jrhCzpWq5puFW5KP1u5" alt=""><figcaption><p>Magnitude: -1.0</p></figcaption></figure>

<figure><img src="/files/9MvlwvdCJhMbRLj2YxsX" alt=""><figcaption><p>Magnitude: 0.5</p></figcaption></figure>

<figure><img src="/files/4Pqz0Te7vCxvQyrltOOM" alt=""><figcaption><p>Magnitude: 2.0</p></figcaption></figure>

{% hint style="danger" %}
Setting Magnitude is irreversible.
{% endhint %}


# Merge

Mesh Morpher allows users to merge two or more Morph Targets into a single Morph Target.

You can merge two or more Morph Targets by using *Ctrl+Click* or *Shift+Click* to select additional Morph Targets in the Morph Targets list.

There are three ways to Merge Morph Targets:

* By clicking Merge in Mesh Morpher's toolbar\
  ![](/files/c41xc2u80Q6F7b7YGYTk)
* By Right-clicking on the Morph Targets list and select Merge.\
  ![](/files/a8UHYfBJP2fMT3KfGvZ0)
* Navigating to Tools top dropdown menu and clicking Merge\
  ![](/files/6EYtTTYLX4jxz20efWLY)

Once the Merge button is pressed, a dialog box will open where users can select several options.

<div align="left"><figure><img src="/files/G5Z50vt6zFtikyYAH7Qu" alt=""><figcaption></figcaption></figure></div>

1. Destination Morph Target Name\
   Users have to select a new Morph Target name, this Morph Target will hold the merge result.
2. Delete source Morph Target on Merge\
   Enabling this option will remove the selected Morph Targets used for merging.
3. Merge Type\
   There are currently three types of merging availble in Mesh Morpher which can output different results:

   | Type         | Description                                                                                                                                                    |
   | ------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- |
   | Append       | Will append the deltas in each selected Morph Target for each Vertex.                                                                                          |
   | Magnitude    | Will select the deltas with the highest Magnitude from each Morph Targets for each Vertex.                                                                     |
   | Mean Average | Will get the sum of deltas in each selected Morph Target for each Vertex and will get the average by dividing the sum by the number of deltas for that vertex. |

{% hint style="warning" %}
If the Destination  Morph Target name is already in use, a new dialog box will pop asking whether to overwrite or change the name. Pressing Yes will clear and overwrite the existing Morph Target.\
![](/files/cZL7cOq98tcxuzNMn9W1)
{% endhint %}

{% hint style="warning" %}
If the Destination  Morph Target name is part of the selection, a new dialog box will pop asking to pick another name.\
![](/files/Lyfzb7KrxYFafK51YKSb)
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + M
{% endhint %}

> The button is greyed out when there's no selection or the selection doesn't have two or more Morph Targets.

> Merge only allows multi-selection.

{% hint style="danger" %}
Morph Target merging is irreversible.
{% endhint %}


# LODs

Mesh Morpher can handle Morph Targets with LODs based on UV projection or ICP algorithm.

{% embed url="<https://youtu.be/wA7T26tlFpQ?si=raI5CC2vMEEIRTlo>" %}


# Tools


# General


# Options

Mesh Morpher allows users to configure the visuals indicators to help them with the Tools.

<div align="left"><figure><img src="/files/Rdil7poYVpOxeq4bpsg9" alt=""><figcaption></figcaption></figure></div>

| Options           | Description                                                                                                                                                                                                  |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Enable Wireframe  | Users can enable/disable Wireframe in Tools.                                                                                                                                                                 |
| Wireframe Color   | Pick a Wireframe color                                                                                                                                                                                       |
| Material Mode     | <p>Sometimes the mesh materials can confuse users or hide certain details. Mesh Morpher allows users to use the meshes material or the Focus Material.<br><img src="/files/prk6n9nTCeaMq6jetG5x" alt=""></p> |
| Subdivision Steps | Allows users to subdivide the mesh in sculpt tool. The subdivided mesh gets projected on the skeletal mesh when the editing is finished.                                                                     |


# Masking

Mesh Morpher allows users to select and mask certain portions of the meshes in order to provide them with precision when applying Tools.

<div align="left"><figure><img src="/files/Me6x503yDYGhAO4UGC7c" alt=""><figcaption></figcaption></figure></div>

{% embed url="<https://youtu.be/ZEKGODH218I>" %}

### Side Masking Menu

| Options          | Description                                                                                                                                                                                                                                                            |
| ---------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Toggle Selection | <p>Allows users to toggle drawing selection on/off. When the Mask Selection Drawing is enabled, the notification area will display the following message<br><img src="/files/Y7ZExKykJNRFtUeN6v7i" alt=""></p>                                                         |
| Clear Selection  | Clears the current mask selection                                                                                                                                                                                                                                      |
| Select All       | Selects all sections in Mesh Sections                                                                                                                                                                                                                                  |
| Select Boundary  | Selects the boundary vertices of the mesh                                                                                                                                                                                                                              |
| Select Deltas    | Selects affected vertices                                                                                                                                                                                                                                              |
| Select Side      | Allows users to select vertices located in the picked side.                                                                                                                                                                                                            |
| Sections         | Displays the current Sections available in the mesh data and allows users to select them. When selecting a section, previous masked vertices are cleared. Once a section is selected, toggling masking allows users to add additional masked vertices to the selection |

### Draw

| Options             | Description                                                                                                                            |
| ------------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| Draw Selection Mesh | <p>If enabled, the selection will be drawn as a mesh on top of the existing Mesh<br><img src="/files/uixi6L1FOJMwQk8KEir1" alt=""></p> |
| Draw Wireframe      | <p>If enabled, draws the wireframe of the selection<br><img src="/files/dF1txWNKJQ11exG6ZxFp" alt=""></p>                              |
| Draw Bounding Box   | <p>If enabled, draws a bounding box around the selection<br><img src="/files/sFJYRuvdyeRWZzCIrwnm" alt=""></p>                         |
| Draw Points         | <p>If enabled, draws the vertices points of the mask selection<br><img src="/files/E64PLFMOPmk6ADZZNN4U" alt=""></p>                   |
| Color               | Set the color of the selection mesh                                                                                                    |
| Wireframe Color     | Set the color of the selection wireframe                                                                                               |
| Thickness           | Set the thickness of the selection drawing elements                                                                                    |

### Behavior

| Options           | Description                                                                                                                                                                                              |
| ----------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Invert Mask       | Inverts the behavior of the selection. If enabled, only the vertices that are not part of the selection can be modified. If disabled, users can only modify the vertices that are part of the selection. |
| Render Unselected | Whether to render unselected vertices                                                                                                                                                                    |

Users can save a mask selection to a UStandaloneMaskSelection asset to use it later whenever they want.\
To save a selection, users need to go to <mark style="color:blue;">Edit->Selection</mark>\
and select <mark style="color:blue;">Save Selection</mark>(enabled only if a selection is already open) or <mark style="color:blue;">Save Selection As...</mark>\
![](/files/CnEeeOkVt14mBF6Zt1UL)

Users can also open a previously saved UStandaloneMaskSelection asset by going to <mark style="color:blue;">Edit->Selection</mark> and clicking on <mark style="color:blue;">Open Mask Selection</mark> which will open a asset browser.\
![](/files/hKGuheadM3MOeasTGgN6)\
\
![](/files/vnxFRkkdqeSVGUjbT3DW)\
Enabling <mark style="color:blue;">Append Selection</mark>, will add the Mask Selection to the existing selection in Tools.

Users can also export a selection to an OBJ file by going to <mark style="color:blue;">Edit->Selection</mark> and clicking on <mark style="color:blue;">Export Mask Selection to OBJ...</mark>\
![](/files/T6XJFNyiCUv17yKaXjX2)

{% hint style="info" %}
When Masking is toggled on, the Tool is disabled, users can only draw mask selection.
{% endhint %}


# Brush

Mesh Morpher allows users to configure the Brush parameters to help them achieve wanted results with the Tools.

<div align="left"><figure><img src="/files/3CKuArRupyj5p4kRCQuk" alt=""><figcaption></figcaption></figure></div>

| Options                 | Description                                                                                                                                    |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- |
| Size                    | Size of the brush indicator relative to the mesh size                                                                                          |
| Specify Radius          | Users can also manually specify a brush radius by enabling this option                                                                         |
| Radius                  | Radius of the brush                                                                                                                            |
| Step Size               | By pressing \[ and ] users can increase/decrease the brush size by the Step Size amount                                                        |
| Strength                | Strength of the brush. Changes how impactful the brush actions are                                                                             |
| Depth                   | Depth allow to change how deep the Brush gets placed on the Drag Plane, the initial brush positioning.                                         |
| Falloff                 | Allows to change how impactful the brush can be on the outskirts.                                                                              |
| Falloff Type            | Falloff type applied on the outskirts of the brush.                                                                                            |
| Enable Symmetry         | If enabled, a second brush indicator will appear that will be placed at 180 rotation to the Symmetry Axis. ![](/files/BylEtbuw1pbuevp1p5Z3)    |
| Symmetry Axis           | Mesh Morpher uses Y forward so the symmetric brush will be placed accordingly                                                                  |
| Update Vertex Selection | Whether to update the vertex selection on brush move                                                                                           |
| Only Facing Camera      | Whether to only hit and select vertices only facing camera.                                                                                    |
| Only Connected          | Enabling this options disables Only Facing Camera option. This options allows users to select and use the brushes only on connected triangles. |
| Angle Threshold         | The angle threshold at which the triangles are still marked as connected                                                                       |
| Stop at UV Seams        | Stops the iteration of connected triangles at UV seams                                                                                         |
| Stop at Normal Seams    | Stops the iteration of connected triangles at Normal seams                                                                                     |


# Indicators

Mesh Morpher allows users to configure how Brush indicators are rendered. Changing thsese settings can increase visibility in certain cases and improve overall user experience.

<div align="left"><figure><img src="/files/rRAfd55fkjTumLmWtgp8" alt=""><figcaption></figcaption></figure></div>

| Options                | Description                          |
| ---------------------- | ------------------------------------ |
| Indicator Thickness    | Set the Indicator thickness          |
| Indicator Color        | Set the Indicator color              |
| Show Indicator Sphere  | Whether to display Sphere Indicators |
| Indicator Sphere Color | Set the color of Sphere Indicators   |
| Indicator Sphere Alpha | Set the opacity of Sphere Indicators |


# Shortcuts

Hold key (B)  to dynamically change brush size moving mouse left and right&#x20;

Hold key (N)  to dynamically change brush falloff moving mouse left and right &#x20;

Hold key (T)  to dynamically change brush strength moving mouse left and right&#x20;

The values are increased by the Step Size value in [Brush Settings](/editor/tools/general/brush).


# Move Tool

Move Tool allows users to move around vertices using the brush.

<div align="left"><figure><img src="/files/C3oQ5BPFrlMlkhmFDmS9" alt=""><figcaption></figcaption></figure></div>

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.

Move tool has two additional modes that allow further functionality:

Holding Ctrl while moving the brush left and right will Move the vertices along the normal

<figure><img src="/files/wY6KazLy6Iocpci7c3WU" alt=""><figcaption></figcaption></figure>


# Grab Tool

Grab Tool allows users to grab vertices using the brush.

Grab is an elastic deformation tool.

<div align="left"><figure><img src="/files/9N8HrS9lD5aO0qpisBs9" alt=""><figcaption></figcaption></figure></div>

There are several options that affect how Grab Tool works.

| Option           | Description                                                   |
| ---------------- | ------------------------------------------------------------- |
| Type             | Grab Type                                                     |
| Stiffness        | How much the mesh resists shear                               |
| Incompressiblity | How compressible the spatial region is: 1 - 2 x Poisson ratio |
| IntegrationTime  | Integration Time for elasticity                               |
| BrushSteps       | Integration steps                                             |

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Sculpt Tool

Sculpt Tool allows users to Sculpt vertices using the sculpt brush.

<div align="left"><figure><img src="/files/ABGeZiRo2GJRp0z4OY0U" alt=""><figcaption></figcaption></figure></div>

Holding Ctrl will invert the Sculpt effect to the vertices.

<figure><img src="/files/bzEbGxGVwyU9MQJUD2A1" alt=""><figcaption></figcaption></figure>

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Smooth Tool

Smooth Tool allows users to Smooth vertices using the sculpt brush.

<div align="left"><figure><img src="/files/t25lFM6ZzIT2IjqB8a89" alt=""><figcaption></figcaption></figure></div>

There are two types of Smoothing. by Preserving UV flow or if disabled then the smoothing is uniform.

Smooth can also be applied to the entire mesh or a mask selection by click on Apply Smoothing.

<div align="left"><figure><img src="/files/YWKV37smpRaxlapPGTLt" alt=""><figcaption></figcaption></figure></div>

| Options         | Description                                                           |
| --------------- | --------------------------------------------------------------------- |
| Preserve Volume | Reprojects the smoothed vertices maintaining volume.                  |
| Iterations      | Iterations count performed by Apply Smoothing(not by brush sculpting) |

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Inflate Tool

Inflate Tool allows users to inflate vertices using the sculpt brush.

<div align="left"><figure><img src="/files/rViW69z1WslWnwruvwmf" alt=""><figcaption></figcaption></figure></div>

Holding Ctrl will deflate(inverted effect) the vertices.

<figure><img src="/files/RBM8NZ0SpkboQPjT3Dit" alt=""><figcaption></figcaption></figure>

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Pinch Tool

Pinch Tool allows users to Pinch vertices using the sculpt brush.

<div align="left"><figure><img src="/files/MDrwoI4a2EHlvac4oqnE" alt=""><figcaption></figcaption></figure></div>

Holding Ctrl will invert the pinch effect to the vertices.

<figure><img src="/files/94v0rrf2fACsqRWHRXtC" alt=""><figcaption></figcaption></figure>

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Plane Tool

Plane Tool allows users to flatten vertices on the brush plane.

<figure><img src="/files/6Ywl2VCsQ5WuAMiXZw6i" alt=""><figcaption></figcaption></figure>

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Flatten Tool

Flatten Tool allows users to flatten vertices using the sculpt brush.

<figure><img src="/files/D8X22h1OHiZrbsILPq0D" alt=""><figcaption></figcaption></figure>

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Restore Tool

Restore Tool allows users to Restore vertices using the brush to their initial(original) position.

<figure><img src="/files/yGeR19DOstg7zxMi87dA" alt=""><figcaption></figcaption></figure>

Restore is a very powerful tool in Mesh Morpher and it goes beyond using the brush to restore to original positions.

{% tabs %}
{% tab title="Mesh Restore" %}
Users can also select a Mask and Apply Restore to the mask selection or the entire mesh.\
Preserve Location option restore the vertices while also keeping the bounding box centered at the same location. Preserve Location works with mask selections.

<div align="left"><figure><img src="/files/i6JjkunEplWrIiUmKGO2" alt=""><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Side Restore" %}
Users can also restore selected sides of the mesh.

<div align="left"><figure><img src="/files/4xS0GrXtuYctPCunV33g" alt=""><figcaption></figcaption></figure></div>

{% endtab %}

{% tab title="Relative Restore" %}
Relative Restore allows users to make a section selection and a relative section selection and restore relatively.

<figure><img src="/files/bUGuOgErmTSflwG5xW9h" alt=""><figcaption></figcaption></figure>

The options here are straight forward.

| Option           | Description                                                           |
| ---------------- | --------------------------------------------------------------------- |
| Attempt Clip Fix | Whether to attempt fixing vertex penetrations                         |
| Clip Offset      | The maximum threshold value we move the vertices to prevent clipping. |
| {% endtab %}     |                                                                       |
| {% endtabs %}    |                                                                       |

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.

{% embed url="<https://youtu.be/ccPjs4LaQrQ>" %}

{% embed url="<https://www.youtube.com/watch?v=52Fb_BhftEI>" %}


# Transform Tool

| Option                 | Description                                                                                     |
| ---------------------- | ----------------------------------------------------------------------------------------------- |
| Preserve Pivot Point   | Wether to preserve Pivot point on transform                                                     |
| Enable Gizmo Offseting | Move the Gizmo without affecting Geometry. Holding shift while moving the Gizmo has same effect |
| Transform              | Manual Transformation Input                                                                     |


# Lattice Deformer

{% embed url="<https://www.youtube.com/watch?v=rjM-oVkVZV4>" %}


# Projection

{% embed url="<https://youtu.be/L_eYbFhcQzE>" %}


# Displace


# Laplacian Smooth

{% embed url="<https://www.youtube.com/watch?v=sxMjUetJnzE>" %}


# Blend

{% embed url="<https://youtu.be/rho0ORn37EQ>" %}


# Scale Tool

Scale Tool allows users to scale vertices using the brush.

Scale is an elastic deformation tool.

<div align="left"><figure><img src="/files/rXU3mJ9tAZxiWy5dj7c7" alt=""><figcaption></figcaption></figure></div>

Holding Ctrl will invert the Scale effect to the vertices.

<figure><img src="/files/3bF6FyGXFTfyfbbf0MaX" alt=""><figcaption></figcaption></figure>

There are several options that affect how Scale Tool works.

| Option           | Description                                                   |
| ---------------- | ------------------------------------------------------------- |
| Stiffness        | How much the mesh resists shear                               |
| Incompressiblity | How compressible the spatial region is: 1 - 2 x Poisson ratio |
| IntegrationTime  | Integration Time for elasticity                               |
| BrushSteps       | Integration steps                                             |

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Twist Tool

Twist Tool allows users to twist vertices using the brush.

Twist is an elastic deformation tool.

<div align="left"><figure><img src="/files/46dFvm1BRUhmXDaZlFIf" alt=""><figcaption></figcaption></figure></div>

There are several options that affect how Twist Tool works.

| Option           | Description                                                   |
| ---------------- | ------------------------------------------------------------- |
| Type             | Twist Type                                                    |
| Stiffness        | How much the mesh resists shear                               |
| Incompressiblity | How compressible the spatial region is: 1 - 2 x Poisson ratio |
| IntegrationTime  | Integration Time for elasticity                               |
| BrushSteps       | Integration steps                                             |

Users can press Ctrl + Z to Undo and Ctrl + Y to Redo the operation.


# Select Pose


# Reference Skeletal Mesh

Mesh Morpher allows users to select a Reference Mesh in order to help them with Sculpting Tools.

Reference Skeletal Mesh Window can be open by navigating to Tools drop down menu and clicking on Select a Reference Skeletal Mesh.

<figure><img src="/files/0PeHvFbznLj63KqKfMBf" alt=""><figcaption></figcaption></figure>

Once the Select a Reference Skeletal Mesh button is pressed, a dialog box will open where users can select several options.

<figure><img src="/files/N5ifXeGxfVtGmFEqdAVU" alt=""><figcaption></figcaption></figure>

| Options                 | Description                                                                                                                                                                                                                                                          |
| ----------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Reference Skeletal Mesh | The selected Reference Skeletal Mesh                                                                                                                                                                                                                                 |
| Materials               | Materials can be manually assigned to the Reference Skeletal Mesh. If none, then the mesh's materials will be used.                                                                                                                                                  |
| Transform               | <p>Transformation that can be applied to the Reference Skeletal Mesh.<br><img src="/files/fvpL6z5bIok1mp0LHlZo" alt=""></p>                                                                                                                                          |
| Master Pose Type        | <p>There are 3 types of Master Pose.<br>None: No Master Pose<br>Main: Reference Skeletal Mesh Component has the Main Skeletal Mesh Component as Master Pose<br>Reference: Main Skeletal Mesh Component has the Reference Skeletal Mesh Component  as Master Pose</p> |

Users can also enable Morph Targets on the Reference Skeletal Mesh from the right Morph Target List.\
![](/files/YCPH3YTYboNhCNAqelNM)

Setting the Master Pose component to "Reference" allows to create Corrective Morph Targets which can be used to achieve various things like fitting clothing to other body types.

{% embed url="<https://youtu.be/lLVtZglVlhE>" %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + Shift + L
{% endhint %}


# Corrective Morph Targets

Mesh Morpher excel at creating Corrective Morph Targets.

A corrective Morph Target can be used to alter a pose.

{% embed url="<https://www.youtube.com/watch?v=O3M4rjLX1XM>" %}

{% embed url="<https://www.youtube.com/watch?v=RnlceKD9vCo>" %}

{% embed url="<https://www.youtube.com/watch?v=ZIxfcrcgKB4>" %}

{% embed url="<https://www.youtube.com/watch?v=dhtU6kQBPIA>" %}

{% embed url="<https://www.youtube.com/watch?v=7jf8KCbS_vU>" %}


# Mirror Morph Target

{% embed url="<https://youtu.be/-fWvKNwOAY4>" %}


# RBF deformer

{% embed url="<https://www.youtube.com/watch?v=mqsdNN5Nrss>" %}

{% embed url="<https://www.youtube.com/watch?v=UXoj01IoaTA>" %}


# Mesh Stream

{% embed url="<https://www.youtube.com/watch?v=XQrHoIHiYpE>" %}


# Advanced Operations


# Create from Mesh

Mesh Morpher allows users to create a Morph Target from another Mesh, thus providing the ability to morph objects/face/bodies into other Skeletal Meshes.

{% hint style="warning" %}
In order for this functionality to work correctly, meshes need to share same vertex count and order.
{% endhint %}

Mesh Morpher goes even further by checking for the same vertex count and order on any of the available LODs, and if found, will grab the deltas and project them on LOD0(and then the LOD0 projected result will be re-projected on all other LODs).

There are two ways to create Morph Targets from Mesh:

* By clicking Create from Mesh in Mesh Morpher's toolbar\
  ![](/files/WekUJSCSQuHpmZ7kSXuG)
* Navigating to Tools top dropdown menu and clicking Create from Mesh\
  ![](/files/GdeKSsPrx7k6yoe3GVdv)

Once the Create from Mesh button is pressed, a dialog box will open where users can select several options.

<div align="left"><figure><img src="/files/8qjArmLqTkK4bHXAriik" alt=""><figcaption></figcaption></figure></div>

| Options                          | Description                                                                                                                                                            |
| -------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Source                           | The Skeletal Mesh to create the Morph Target from.                                                                                                                     |
| New Morph Name                   | Users can also pick the Morph Target name that will be created.                                                                                                        |
| Threshold                        | Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent. Used only by Projection. |
| Normal Incompatibility Threshold | Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.                                               |
| Smooth Iterations                | Smooth Iterations steps used to Smooth the resulted Projected Deltas.                                                                                                  |
| Smooth Strength                  | Smooth Strength used to Smooth the resulted Projected Deltas.                                                                                                          |
| Smooth Type                      | Smooth Type used to Smooth the resulted Projected Deltas.                                                                                                              |

{% hint style="info" %}
For Meta Human faces, in order to have the best result, in MHC, select same body, eyelashes, eyebrows and hair in order to maximize the possibility to have same vertex count and order on LOD0.
{% endhint %}

{% embed url="<https://youtu.be/Zfut8DD2uKE>" %}
Result
{% endembed %}

If successful, a dialog box will pop, notifying users whether the operation was successful. \
![](/files/jNK9GYLdjIyLBHoI2tsd)

{% hint style="warning" %}
If the Morph Target name is already in use, a new dialog box will pop asking whether to overwrite or change the name. Pressing Yes will clear and overwrite the existing Morph Target.\
![](/files/cZL7cOq98tcxuzNMn9W1)
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + Shift + I
{% endhint %}

> The button is greyed out when there's no skeletal mesh loaded


# Create from Mesh Files

Mesh Morpher allows users to create a Morph Target from another Mesh Files and it supports both FBX/OBJ formats.

In order to create Morph Targets from Mesh Files, Mesh Morpher requires two file inputs (Base and Morphed), from which it grabs the deltas. Those deltas are then projected on the Skeletal Mesh.

{% hint style="warning" %}
In order for this functionality to work correctly, both Mesh Files (Base and Morphed) need to share same vertex count and order.&#x20;

Enabling [UV Matching](/editor/advanced-operations/create-from-mesh-files/uv-match) allows users to overcome this limitation.
{% endhint %}

There are two ways to create Morph Targets from Mesh Files:

* By clicking Create from Mesh Files in Mesh Morpher's toolbar\
  ![](/files/ra3Kav9OU3Wvzy7RMRgb)
* Navigating to Tools top dropdown menu and clicking Create from Mesh Files\
  ![](/files/fmFdS0tMIdgtoVIj6vDY)

> Create from Mesh Files supports both triangulated and quads meshes with the condition that both files have same vertex count and order.

{% hint style="info" %}
It is recommended that if users want to work with quads, to convert the base file to quads(Blender or any other DCC) and then they duplicate the quad base file(name it Morphed) and they do the work on the duplicate file.\
\
In Blender this is how to [convert triangle meshes to quads](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/triangles_quads.html).
{% endhint %}

{% hint style="info" %}
Mesh Morpher exports and imports Mesh Files with **X as Forward Axis** and **Y as Up Axis**, therefor imports and exports in third-party DCC files should use the same settings.
{% endhint %}

In order for the Morph Target to be successfully created, all 3 meshes (Base, Morphed and Skeletal Mesh) should face same direction. This can be always achieved by changing the axes or transforms of the input files.

<figure><img src="/files/7wqAmN6Us8XVGcIHz8k1" alt=""><figcaption><p>Mesh OBJ Files have been imported using X as Front and Y UP in blender and exported using the same.</p></figcaption></figure>

<figure><img src="/files/PHAyjYpC2SIQJay4uvx4" alt=""><figcaption><p>Result</p></figcaption></figure>

Mesh Morpher doesn't require for Base file to be identical with the Skeletal Mesh, but the more they resemble the better the output result.

Threshold is what controls how permissive Mesh Morpher is when the projection is happening. Higher Threshold means that Mesh Morpher is more permissive with the differences between Base and Skeletal Mesh. With a very low Threshold(for example 0.001) users are hinting that only very similar vertices would be part of the final result.<br>

Mesh Morpher will throw errors when something goes wrong:

* `Morph Target: %s has no valid data. Base Mesh and Morphed Mesh are the same or did not generate any deltas.` This error is self explanatory, when the Base and Morphed files are the same, there are no deltas to project.
* `Morph Target: %s has no valid data. Base Mesh and Skeletal Mesh have no similarities?` This error could happen for various reasons, either the base mesh is too different from the skeletal mesh, or it doesn't face the same direction as the skeletal mesh.

> Default settings are what works in most tests and experiments. Users are supposed to tweak and customize the settings based on their inputs.

{% embed url="<https://youtu.be/TyBAXypEIXs>" %}

{% embed url="<https://youtu.be/PjPZfHbjLBw>" %}
Create from Mesh Files and CC4 in Mesh Morpher
{% endembed %}

If successful, a dialog box will pop, notifying users whether the operation was successful. \
![](/files/jNK9GYLdjIyLBHoI2tsd)

{% hint style="warning" %}
If the Morph Target name is already in use, a new dialog box will pop asking whether to overwrite or change the name. Pressing Yes will clear and overwrite the existing Morph Target.\
![](/files/cZL7cOq98tcxuzNMn9W1)
{% endhint %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + Shift + F
{% endhint %}

> The button is greyed out when there's no skeletal mesh loaded


# General

| Option                  | Description                                                                                                                 |
| ----------------------- | --------------------------------------------------------------------------------------------------------------------------- |
| Automatically Overwrite | If selected, Morph Targets on target Skeletal Mesh will automatically be overwritten without asking.                        |
| Bulk Import             | Whether to enable or disable bulk import. Enabling this option will switch Morphed File to Morphed Directory and vice-versa |
| Prefix                  | String to prefix morph targets names on bulk import (appears when Bulk Import enabled)                                      |
| Suffix                  | String to append to morph targets names on bulk import (appears when Bulk Import enabled)                                   |

**Other settings:**

| Option         | Description                                                                                 |
| -------------- | ------------------------------------------------------------------------------------------- |
| New Morph Name | Target Morph Name. If it exists you can overwrite. (appears only with Bulk Import disabled) |
| Render Meshes  | Whether files are rendered in the scene                                                     |


# Base

| Options                | Description                                                                                                         |
| ---------------------- | ------------------------------------------------------------------------------------------------------------------- |
| Base File              | Original/Unchanged Mesh File                                                                                        |
| Base Use T0 Pose       | Enable this option to use frame 0 as reference pose. This works only for FBX files. Useful for imports from CC3/CC4 |
| Base Coordinate System | Coordinate System used to import the file. Supports both left and right.                                            |
| Base Front Axis        | The default Front axis in Unreal Engine(Y)                                                                          |
| Base Up Axis           | The default UP axis in Unreal Engine(Z)                                                                             |
| Base Transform         | Offset the mesh file. Allows location, rotation and scale.                                                          |


# Morphed

| Options                   | Description                                                                                                         |
| ------------------------- | ------------------------------------------------------------------------------------------------------------------- |
| Morphed File              | Modified version of Base File (appears with Bulk Import disabled)                                                   |
| Morphed Directory         | Directory containing multiple modified versions of Base File (appears with Bulk Import enabled)                     |
| Morphed Use T0 Pose       | Enable this option to use frame 0 as reference pose. This works only for FBX files. Useful for imports from CC3/CC4 |
| Morphed Coordinate System | Coordinate System used to import the file. Supports both left and right.                                            |
| Morphed Front Axis        | The default Front axis in Unreal Engine(Y)                                                                          |
| Morphed Up Axis           | The default UP axis in Unreal Engine(Z)                                                                             |
| Morphed Transform         | Offset the mesh file. Allows location, rotation and scale.                                                          |
| Lock Transform            | If enabled, Morphed inputs use same transform as Base mesh.                                                         |


# Options

| Option                           | Description                                                                                                                                                                         |
| -------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Threshold                        | Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent.                                       |
| Normal Incompatibility Threshold | Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.                                                            |
| Match Material IDs               | Apply deltas only to vertices that have same material ID. The material ID is checked between skeletal mesh and base file. This requires both to have same material count and order. |
| Subdivision                      | Subdivide the input files. This usually increase quality and the precision of the final resulted Morph Target if topology is drastically changed in base file                       |


# UV Match

| Option              | Description                                                                                                                                                                                     |
| ------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Match By UV         | <p>!!Experimental!! </p><p>Match Base and Morphed files by UVs, ignoring vertex count and order. </p><p>This shouldn't be used with welded meshes because they don't have their UVs intact.</p> |
| Match UV Iterations | Match UV iterations. Vertices without a matching UV correspondent are reiterated for the amount of iterations and assigned neighbor found matches.                                              |


# Smoothing

| Option            | Description                                                           |
| ----------------- | --------------------------------------------------------------------- |
| Smooth Iterations | Smooth Iterations steps used to Smooth the resulted Projected Deltas. |
| Smooth Strength   | Smooth Strength used to Smooth the resulted Projected Deltas.         |
| Smooth Type       | Smooth Type used to Smooth the resulted Projected Deltas.             |


# Poser

Create from Pose

Mesh Morpher allows users to create Morph Targets from Poses.\
Poses can be an Animation frame, a Bone Snapshot or a combination of an Animation frame and Bones modification.

There are two ways to create Morph Targets from Pose:

* By clicking Create from Pose in Mesh Morpher's toolbar\
  ![](/files/oeQWM67GsJVCyofyWvtf)
* Navigating to Tools top dropdown menu and clicking Create from Pose\
  ![](/files/QyOaGwP5Z0eyIR7FxL5A)

Once the Create from Pose button is pressed, a dialog box will open where users can select several options.

<figure><img src="/files/cVCjhVETnubQtlJjjWgX" alt=""><figcaption></figcaption></figure>

| Options                        | Description                                                                                           |
| ------------------------------ | ----------------------------------------------------------------------------------------------------- |
| Animation Blueprint            | Allows users to select and enable an Animation Blueprint in Poser                                     |
| Disable Post Process Blueprint | <p>Toggles the Post Process blueprint in the selected skeletal mesh in Poser<br></p>                  |
| Disable Cloth Simulation       | <p>Toggles the cloth simulation for the selected skeletal mesh in Poser<br></p>                       |
| Enable CCD                     | Toggles Continuous Collision Detection in Poser                                                       |
| Reference Mesh                 | Allows users to select a skeletal mesh as a reference                                                 |
| Enable Master Pose             | Set the Leader/Master Pose Component for the reference mesh to the main skeletal mesh opened in Poser |
| New Morph Name                 | Users can also pick the Morph Target name that will be created.                                       |


# Bake Skeleton

Bake Skeleton allows users to permanently bake skeleton and mesh changes in Poser to the Skeletal Mesh and Skeleton.

<div align="left"><figure><img src="/files/5oAqi70mjjU4JSV2K2gj" alt=""><figcaption></figcaption></figure></div>

| Option                                   | Description                                                                                                                                                                                                                 |
| ---------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Bake to Skeletal Mesh Reference Skeleton | This option enables the skeleton changes to be baked in the Skeleton Reference which is located inside the Skeletal Mesh.                                                                                                   |
| Bake Mesh Data                           | This option allows to bake Mesh data to skeletal Mesh. Required to reflect skeleton changes in the mesh data.                                                                                                               |
| Bake To DNA Asset                        | Bakes skeleton and Mesh data to the DNA Asset if available. This is intended for Meta Humans only. It doesn't bake any Morph Target data.                                                                                   |
| Remove Scaling                           | This scales back to 1,1,1 all bones while preserving translations and rotation. Useful for FBX exports.                                                                                                                     |
| Orient Bones                             | List of bones to recompute orientations for. To disable, simply remove the bones from the list. This impacts how Pose Drivers and control Rigs functions(for metahumans as well)                                            |
| Orient Bones Above Bone                  | Recomputes the orientations for all the bones above the selected bone name in the hierarchy. To disable, simply set the bone name to None. This impacts how Pose Drivers and control Rigs functions(for metahumans as well) |
| Create Skeletal Mesh Backup              | Whether to create a backup before baking. Users will be prompted to save the asset. The asset will have "\_bk" suffix automatically added.                                                                                  |


# Create Reverse Morph Target

This option allows users to create a reversed Morph Target from the current Pose.&#x20;

By default the Morph Targets contain the deltas between the default Skeletal Mesh and the modified Skeletal Mesh.

By creating a Reverse Morph Target, the Morph Target will hold the deltas between the Modified Skeletal Mesh and the default Skeletal Mesh.

If the Toolkit(Main Window) has a Pose asset selected or there is a Base Pose selected in Poser then this Morph Target will be a reversed corrective Morph Target between those two poses.


# Create Morph Target

This option allows users to create a Morph Target from the current Pose.&#x20;

By creating a Morph Target, the Morph Target will hold the deltas between the default Skeletal Mesh and the modified Skeletal Mesh(Poser pose).

If the Toolkit(Main Window) has a Pose asset selected or there is a Base Pose selected in Poser then this Morph Target will be a reversed corrective Morph Target between those two poses.


# Animation Curves

Poser allows users to interact with Animation Curves.

<div align="left"><figure><img src="/files/hzc5AzBB7EuFIXTOt6WU" alt=""><figcaption></figcaption></figure></div>

Animation curves can be enabled and disabled and also exported to OBJ files or converted to Morph Targets.


# To Morph Targets

Animation Curves can be converted to Morph Targets.

To do so, select the animation curves and click on To Morph Targets.

A new dialog will open.

<div align="left"><figure><img src="/files/XD7AdgyvJXXNlrPq8cNJ" alt=""><figcaption></figcaption></figure></div>

In this new dialog users can select a prefix and suffix for the new Morph Targets names.


# To OBJ Files

Animation Curves can be exported to OBJ files.

To do so, select the animation curves and click on To OBJ Files or right click the list and select the same.

A new dialog will open.

<div align="left"><figure><img src="/files/cCPvA5iJhY76jEZA3ILi" alt=""><figcaption></figcaption></figure></div>

In this dialog window, users will be able to select a prefix and suffix for the OBJ files, append additional meshes and also weld the OBJ file.


# Morph Targets

Poser allows users to interact with Morph Targets.

<div align="left"><figure><img src="/files/ytQhx1U6ja4LZB7UmOIk" alt=""><figcaption></figcaption></figure></div>

Morph Targets can be enabled and disabled and also exported to OBJ files.


# To Bonesnapshot

Bone Snapshots can be created from Morph Targets which allows users to fit the skeleton to match the Morph Target shape.

In order to do so, select a Morph Target and click on To Bonesnapshot.

A dialog window will open.

<div align="left"><figure><img src="/files/9CFzEvowh7KuT2mIVSmW" alt=""><figcaption></figcaption></figure></div>

| Option                            | Description                                                                                                                                                                                                                 |
| --------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Start Bone                        | Pick the first bone in the Bonesnapshot. Users can select whether to bonesnapshot will start from root or any other bone in the skeleton hierarchy                                                                          |
| End Bone                          | The end Bone in the hierarchy that will be part of the bonesnapshot                                                                                                                                                         |
| Include Reference Mesh            | Whether to include the selected reference skeletal mesh in the bonesnapshot. This option appears only when a reference skeletal mesh is selected in Poser and a Morph Target with the same name exists on both meshes.      |
| Ignore Bones                      | List of Bones to ignore. One per row. Ignored bones will not be part of the bonesnapshot                                                                                                                                    |
| Ignore String                     | Ignore all bones containing the string. Ignored bones will not be part of the bonesnapshot                                                                                                                                  |
| Orient Bones                      | List of bones to recompute orientations for. To disable, simply remove the bones from the list. This impacts how Pose Drivers and control Rigs functions(for metahumans as well)                                            |
| Orient Bones Above Bone           | Recomputes the orientations for all the bones above the selected bone name in the hierarchy. To disable, simply set the bone name to None. This impacts how Pose Drivers and control Rigs functions(for metahumans as well) |
| Save Changed Bones Only           | Whether the bonesnapshot will hold only the bones that have their transform changed during the fitting.                                                                                                                     |
| Advanced Fitting                  | Enable this when fitting bones to morph targets for meta human expressions.                                                                                                                                                 |
| Bone to Vertex Threshold          | Maximum distance at which a bone is deemed to be compatible with a vertex.                                                                                                                                                  |
| Bone to Bone Threshold            | Maximum distance at which a bone is deemed to be compatible with another bone.                                                                                                                                              |
| Max Distance To Surface           | Maximum distance to surface                                                                                                                                                                                                 |
| Use Vertex Weights                | Whether to use vertex weights when available                                                                                                                                                                                |
| Preserve Relative Bone Transforms | Whether to preserve relative bone transformations.                                                                                                                                                                          |
| Vertex Sample Size                | Nearest Vertex Sample Size used to reposition the bones.                                                                                                                                                                    |

{% embed url="<https://www.youtube.com/watch?v=k0iqqKA7a38>" %}

<details>

<summary>Advanced Bone Fitting</summary>

Advanced Bone Fitting is using Dem Bones and its purpose solely intended to create bonesnapshots from facial expressions morph targets.\
\
Copyright (C) 2019 Electronic Arts Inc. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
3. Neither the name of Electronic Arts, Inc. ("EA") nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY ELECTRONIC ARTS AND ITS CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ELECTRONIC ARTS OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

</details>


# Update from Pose

Morph Targets can be updated from the current Pose in Poser.

This means that if the bones changed, by Updating from Pose the deltas in Morph Target will only contain the deltas between the Pose in Poser and the final Morph Target shape.

{% embed url="<https://www.youtube.com/watch?v=vRq2Dnx5I4Y>" %}


# To OBJ Files

Morph Targets can be exported to OBJ files from Poser

To do so, select the Morph Target and click on To OBJ Files or right click the list and select the same.

A new dialog window will open.

<div align="left"><figure><img src="/files/okTssPpCLPwJcJcmwC5v" alt=""><figcaption></figcaption></figure></div>

In this dialog window, users will be able to select a prefix and suffix for the OBJ files, append additional meshes and also weld the OBJ file.


# Correctives

The Poser allows users to create corrective Morph Targets.&#x20;

Corrective Morph Targets hold deltas between Base Pose and Current Pose.

In order to set a Base Pose users have to navigate to Tools menu and select Set Current Pose as Base.

<div align="left"><figure><img src="/files/WlMF9Lr6ZiOxoOqO3GSJ" alt=""><figcaption></figcaption></figure></div>

To reset the Base Pose select Clear Base Pose.

Clicking on Create Morph Target or Create Reverse Morph Target will create the corrective Morph Target.

{% embed url="<https://youtu.be/2K9kqvHac0Q>" %}


# Bone Editor

Bone Editor in Poser allows users to modify bone transforms and pivots.

Bone Editor allows Symmetry and a lot of additional customization that can improve the experience.

{% hint style="info" %}
Holding Left Ctrl while clicking a bone will toggle its selection status. Users can select multiple bones at once.

Clicking on no bone will deselect all bones.
{% endhint %}

<div align="left"><figure><img src="/files/MUMY8uAnMSJnukeOnYbM" alt=""><figcaption></figcaption></figure></div>

Bone editor supports Bone Symmetry and can be enabled by enabling the Symmetry Checkbox

Bonesnapshots are another important component of Bone Editor and users are allowed to Load and Save Bonesnapshots that will hold the skeleton transformation.


# Symmetry

The Poser in Mesh Morpher allows users to have transform symmetric bones.

| Options             | Description                                                   |
| ------------------- | ------------------------------------------------------------- |
| Use Symmetric Bones | Whether to enable or disable bone Symmetry                    |
| Mirror Rotation     | Whether transforming a symmetric bone uses symmetric rotation |
| Symmetry Axis       | Symmetry axis used for symmetric bone transformation          |


# Pivot

The Poser in Mesh Morpher allows Pivot editing.

| Options             | Description                                                                                                                                               |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Enable Pivot Editor | Enabling Pivot Editor allows users to transform bones without affecting Mesh Data. Disabling the Pivot Editor will bake the changes to the skeletal mesh. |
| Update Children     | Whether changing the transform of a Pivot Bone updates its children bones.                                                                                |

{% embed url="<https://www.youtube.com/watch?v=-NGTsDp0q9Q>" %}

{% embed url="<https://www.youtube.com/watch?v=cQCgQIhLpwk>" %}


# Draw

Mesh Morpher allows users to customize the way bones are drawn in the viewport.

| Options                           | Descriptions                                           |
| --------------------------------- | ------------------------------------------------------ |
| Draw Bones                        | Whether to draw Bones in viewport                      |
| Draw Full Bones                   | Whether to draw Full Bones in viewport                 |
| Bone Thickness                    | Bone Indicator Thickness                               |
| Bone Indicator Size               | Bone Indicator Size                                    |
| Scale Bone Indicator to Bone Size | Whether to scale Bone Indicator based on the Bone size |
| Deselected Bone Color             | Color used to draw deselected bones                    |
| Selected Bone Color               | Color used to draw selected bones                      |


# Bone Scale and Animation Retargeting

When working with Animation or control rigs(modular rigs as well) the engine in general doesn't play well with scaled bones.

To overcome this users should bake with Remove Scaling enabled

<div align="left"><figure><img src="/files/o3L4m6kzGm4yPnQZnFO9" alt=""><figcaption></figcaption></figure></div>

The above options works only for bones above root in the skeleton hierarchy.\
For root bone(or any other bone) scaling can be removed manually.\
After scaling, disable Update Children option in Bone Options side panel and set back the scale to 1.(don't forget to re-enable Update Children after you've completed this step).

<div align="left"><figure><img src="/files/gGzeyawOGqBC5hDELKW9" alt=""><figcaption></figcaption></figure></div>

Here's a video going through the process.

{% embed url="<https://youtu.be/ZRZgqleqRwM>" %}


# Lock Bones

<div align="left"><figure><img src="/files/kPk5rkVWUUPZEpsiIlpg" alt=""><figcaption></figcaption></figure></div>

Lock the selected bones. Locked Bones always preserve their original transformation when using Transform Gizmo to edit skeleton.


# Unlock Bones

<div align="left"><figure><img src="/files/321riIfv8DNZ6xF1Uevo" alt=""><figcaption></figcaption></figure></div>

Unlock the selected bones. Locked Bones now being unlocked can be edited using Transform Gizmo.


# Bone Snapshots

Bone snapshots are a snapshot of all bones in a skeletal mesh that hold the required data to be loaded at runtime or in editor.

<div align="left"><figure><img src="/files/x7wigyyKHRrPOTsBRm9m" alt=""><figcaption><p>Bonesnapshot menu</p></figcaption></figure></div>

| Options           | Description                                                                                                      |
| ----------------- | ---------------------------------------------------------------------------------------------------------------- |
| Asset Picker      | Allows users to load a bonesnapshot or an animation sequence                                                     |
| Reset             | Resets the current pose to the Default neutral pose                                                              |
| Save              | Save a pose to the current bonesnapshot. If a bonesnapshot is not loaded it asks for a new bonesnapshot location |
| Save As...        | Save the current pose as a new bonesnapshot                                                                      |
| Add Axis Rotation | Manually add rotation in degrees on the selected axis. Allows users to rotate manually with increased precision  |
| To Sequence..     | Save current Pose as an animation sequence                                                                       |


# Corrective

Corrective Bonesnapshots

Mesh Morpher's Poser has the ability to create a corrective Bonesnapshot.&#x20;

Corrective Bonesnapshots can be used to correct certain poses and expressions using Animation Blueprints.

{% embed url="<https://youtu.be/nhmbScGcnDY>" %}

{% embed url="<https://www.youtube.com/watch?v=iyfOekrCrtY>" %}

{% embed url="<https://www.youtube.com/watch?v=KlXFOdN83zQ>" %}


# Pose Driver

{% embed url="<https://youtu.be/6FmM5WssfMg>" %}

{% embed url="<https://youtu.be/WA-1uA3O8iw>" %}

{% embed url="<https://www.youtube.com/watch?v=620kdw963dY>" %}


# Meta Human DNA

{% embed url="<https://www.youtube.com/watch?v=iNjFqnvzuro>" %}

{% embed url="<https://www.youtube.com/watch?v=Jw5HULfe6jY>" %}

{% embed url="<https://www.youtube.com/watch?v=qW8l431MAek>" %}

{% embed url="<https://www.youtube.com/watch?v=QoVw_dsuIxM>" %}


# Mirror Pose

{% embed url="<https://youtu.be/Y4SOkOeOPms>" %}


# Modify Animations

{% embed url="<https://youtu.be/tBettJmn50s>" %}


# Copy

Also known as Project

Mesh Morpher allows users to copy/project Morph Targets from one Skeletal Mesh to other Skeletal Meshes.

Users can bulk-copy Morph Targets to multiple Target Skeletal Meshes at once.

Mesh Morpher checks if the source and target skeletal meshes are identical(vertex count, Positions and Normals). \
If the Skeletal Meshes are identical then Mesh Morpher proceeds with simply transferring the Morph Targets from Source to Target.\
If the Skeletal Meshes are not identical then Mesh Morpher will attempt to project the Morph Targets on the Target Skeletal Meshes using the given parameters.

{% hint style="info" %}
The quality of the resulted projection is directly proportional with the resemblance and similarity between the Source and Target. The more the meshes look alike, the better the projected result will be.
{% endhint %}

You can Copy a single Morph Target or multiple Morph Targets by using *Ctrl+Click* or *Shift+Click* to select additional Morph Targets in the Morph Targets list.

There are three ways to Copy Morph Targets:

* By clicking Copy in Mesh Morpher's toolbar\
  ![](/files/vKHDHl7asJefNukScpwS)
* By Right-clicking on the Morph Target you want to copy in Morph Targets list and select Copy.\
  ![](/files/v5ivaGnaJaQNkC2WRdOQ)
* Navigating to Tools top dropdown menu and clicking Copy\
  ![](/files/o7JurTZplUbjfqCS2rHi)

Once the Copy button is pressed, a dialog box will open where users can select several options.

<div align="left"><figure><img src="/files/CE2EVfZJfIAyNfdLqe08" alt=""><figcaption></figcaption></figure></div>

Users can add and remove multiple Targets by clicking the + sign in the Targets field\
![](/files/W5rUB43IaQOjDO427RLS)

Users can remove items from the Targets list by the symbol as in the bellow image and select Delete.\
![](/files/1xQ5IClarU3PwSgZCtdP)

| Options                          | Description                                                                                                                                                                                                                                                                                                                                                                                                          |
| -------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| New Morph Name                   | This parameter will become visible if only one Morph Target is selected for copying. This is the Morph Target Name on the Target Skeletal Mesh where Mesh Morpher will copy.                                                                                                                                                                                                                                         |
| Automatically Overwrite          | <p>This option will allow users to automatically overwrite Morph Targets on the Target Skeletal Mesh if they already exist. Otherwise, if this option is disabled and a Morph Target with the same name exists on the Target Skeletal Mesh, users will be asked if they want to overwrite.<br><img src="/files/9TYvHqVjSm9yU66I0pvB" alt=""><br>Selecting No will skip to the next Morph Target to copy, if any.</p> |
| Threshold                        | Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent. Used only by Projection.                                                                                                                                                                                                                                               |
| Normal Incompatibility Threshold | Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.                                                                                                                                                                                                                                                                                             |
| Smooth Iterations                | Smooth Iterations steps used to Smooth the resulted Projected Deltas.                                                                                                                                                                                                                                                                                                                                                |
| Smooth Strength                  | Smooth Strength used to Smooth the resulted Projected Deltas.                                                                                                                                                                                                                                                                                                                                                        |
| Smooth Type                      | Smooth Type used to Smooth the resulted Projected Deltas.                                                                                                                                                                                                                                                                                                                                                            |

For *single* Morph Target copy/projection, if there is any generated result, a dialog box will pop, notifying users whether the operation was successful. For multiple selection this dialog will not show.\
![](/files/jNK9GYLdjIyLBHoI2tsd)

{% hint style="info" %}
Keyboard shortcut: Ctrl + C
{% endhint %}

> The button is greyed out when there's no selection.

> Copy allows single and multi-selection.

{% hint style="danger" %}
Morph Target copying is irreversible.
{% endhint %}


# Wrapper

The wrapper is a new feature in Mesh Morpher and still experimental and WIP. Expect bugs.

{% embed url="<https://youtu.be/A4iJc_KLTFY>" %}

{% embed url="<https://youtu.be/lTeEI4YuP6w>" %}


# Options

here are several options that allow users to interact with the Wrapper and pre-configure it.

### Source

<table><thead><tr><th width="265">Option</th><th>Description</th></tr></thead><tbody><tr><td>SourceMesh</td><td>Allows users to select the Source Mesh. Source Mesh is the mesh we want to take the shape from using the wrapper.</td></tr><tr><td>SourcePose</td><td>Allows users to set a pose from an animation sequence asset.</td></tr><tr><td>SourcePoseFrame</td><td>Allows users to select a frame from the pose animation sequence</td></tr><tr><td>bHideSourcePreviewMesh</td><td>Whether to hide the Source preview mesh component</td></tr><tr><td>bHideSourceReferenceMesh</td><td>Whether to hide the Source reference mesh component</td></tr></tbody></table>

### Target

<table><thead><tr><th width="263">Option</th><th>Description</th></tr></thead><tbody><tr><td>TargetPose</td><td>Allows users to set a pose from an animation sequence asset.</td></tr><tr><td>TargetPoseFrame</td><td>Allows users to select a frame from the pose animation sequence</td></tr><tr><td>bHideTargetPreviewMesh</td><td>Whether to hide the Source preview mesh component</td></tr><tr><td>bHideTargetReferenceMesh</td><td>Whether to hide the Source reference mesh component</td></tr></tbody></table>

### Options

<table><thead><tr><th width="263">Option</th><th>Description</th></tr></thead><tbody><tr><td>NewMorphName</td><td>Target Morph Name. If it exists you can overwrite.</td></tr></tbody></table>

### View

<table><thead><tr><th width="262">Option</th><th>Description</th></tr></thead><tbody><tr><td>bLockCameras</td><td>Whether to lock the cameras to same transform in both viewports. Works only when both viewports have the same view types.</td></tr></tbody></table>


# Wrapper Settings

The Wrapper has various options that allow users to customize how the wrapping performs and influence its results.

### General

<table><thead><tr><th width="285">Option</th><th>Description</th></tr></thead><tbody><tr><td>KNN</td><td>Number of  closest points when looking for correspondents on the opposite surface.</td></tr><tr><td>AffinityThreshold</td><td>Affinity values higher than this make flag values 1 (all others 0).</td></tr><tr><td>bNormaliseAffinity</td><td>Allow vertex affinities to be normalized independently to negate distance bias.</td></tr><tr><td>VertexRange</td><td>Range for discovering correspondences</td></tr><tr><td>bUseOrientation</td><td>Whether or not to use Vertex Normals when evaluating correspondences.</td></tr></tbody></table>

### Iterations

<table><thead><tr><th width="283">Option</th><th>Description</th></tr></thead><tbody><tr><td>Iterations</td><td>Number of iterations. Higher count often provides better results.</td></tr><tr><td>StickyIterations</td><td>Weight Smoothing Sticky Iterations. Higher value means less impact as the vertices are moving together.</td></tr><tr><td>ElasticIterations</td><td>Weight Smoothing Elastic Iterations. Higher value means less impact as the vertices are moving together.</td></tr></tbody></table>

### Smoothing

<table><thead><tr><th width="280">Option</th><th>Description</th></tr></thead><tbody><tr><td>SmoothNeighbours</td><td>Number of neighbors in local smoothing region for each vertex.</td></tr><tr><td>SmoothGaussianWidth</td><td>Smoothing Gaussian Width.</td></tr></tbody></table>

### Resolution

<table><thead><tr><th width="277">Option</th><th>Description</th></tr></thead><tbody><tr><td>SourceResolution</td><td>Resolution subdivision for source mesh.</td></tr><tr><td>TargetResolution</td><td>Resolution subdivision for target mesh.</td></tr><tr><td>bForceFit</td><td>Force fitting attempts a final fit of the wrap result to the source mesh. This requires a higher source resolution for better results.</td></tr></tbody></table>

### Control Points

<table><thead><tr><th width="276">Option</th><th>Description</th></tr></thead><tbody><tr><td>ControlPointInfluence</td><td>Control Point Influence Radius.</td></tr><tr><td>ControlPointNormalThreshold</td><td>Whether or not the Control Points can find in their radius only un-flipped triangles.</td></tr></tbody></table>


# Control Points

Control Points are used to hint the geometry to the non-rigid fitting algorithm.\
Users can add as many Control Points they want and can overlap them without any issue.

Control points need to have same count and order in both target and source meshes as they\`re used to hint correspondent landmarks between the two of them to the non-rigid fitting algorithm.

There are several options that allow users to configure how control points work in Mesh Morpher's wrapper.

In order to add/remove Control Points, users have to select Control Points in Advanced Menu.\
![](/files/nnqQDqPrdqbmZbcl06RL)

Users can Save, Load, Clear and change the Influence of the Control Points for both Target and Source.

{% hint style="info" %}
To select a Control Point, users can Left Click on it which also allows them to change the influence for the selected Control Point

![](/files/PPcP7ct1QbpG6TiJ2VaI)
{% endhint %}

{% hint style="info" %}
Reset Influence resets the Influences for all Control Points to the value located in Wrapper Settings.
{% endhint %}

{% hint style="info" %}
Right Clicking on a Control Point will remove it and doing so will change the Index for the Control Points with a higher index.
{% endhint %}

{% hint style="danger" %}
Aligning bones, changing Section Selection or masking will clear out the selected Control Points.
{% endhint %}

| Options                     | Description                                                                                                                                                       |
| --------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Control Point Influence     | The Influence of a Control Point determines the radius in which the control points gather mesh vertices and uses them to find correspondent vertices in its Pair. |
| ControlPointNormalThreshold | Whether or not the Control Points can find in their radius only un-flipped triangles.                                                                             |

{% hint style="info" %}
Holding Left Shift while adding a Control Point will create a Symmetric Control Point as well.
{% endhint %}

There are several visual settings for Control Points that can be access by navigating to Edit->Settings.

| Options                     | Description                                                              |
| --------------------------- | ------------------------------------------------------------------------ |
| ElementThickness            | The thickness used to display the debug sphere for Control Points        |
| ControlPointSize            | The size of the displayed Control Point dot marker on the mesh           |
| ControlPointFontColor       | Font Color of the Control Point Index Indicator                          |
| ControlPointFontShadowColor | Font Shadow Color of the Control Point Index Indicator                   |
| bShowDebugControlPoints     | Whether to display the influence radius debug sphere for Control Points. |

{% embed url="<https://youtu.be/5dl-k0_qAYM>" %}


# Bone Editor

The Bone Editor in the Wrapper allows users to match poses or set specific poses for both Target and Source.

In order to open Bone Editor, users have to select Bone Editor in Advanced Menu.\
![](/files/gpTUzBpXFvtu56M69uPC)

Selecting a bone in the Bone list or clicking on a bone in the viewport for both target and source will select the bone and display a Gizmo that allows to change rotation, translation and scale.\
![](/files/piMZpsReNmnNZw8upJhB)

Users can also manually enter transformation values in the widgets below the bone list.\
![](/files/pnflepqvjZR4eQWA6RjR)

{% hint style="info" %}
Bone Editor allows Undo/Redo actions by using Ctrl+Z and Ctrl+Y
{% endhint %}

Bone editor supports Bone Symmetry and can be enabled by enabling the Symmetry Checkbox

Bonesnapshots are another important component of Bone Editor and users are allowed to Load and Save Bonesnapshots that will hold the skeleton transformation.

There are several visual settings for Bone Editor that can be accessed by navigating to Edit->Settings.

|                               |                                                                                      |
| ----------------------------- | ------------------------------------------------------------------------------------ |
| bDrawBones                    | Whether to draw bone indicators in the Target and Source Viewports                   |
| bDrawFullBones                | Whether to draw bone indicators from start to end in the Target and Source Viewports |
| BoneIndicatorSize             | The bone drawing indicator size                                                      |
| bScaleBoneIndicatorToBoneSize | Whether to scale the bone indicator relative to the bone size                        |
| DeselectedBoneColor           | The color of the bone indicators when they're unselected                             |
| SelectedBoneColor             | The color of the bone indocators when they're selected                               |


# Section Selection

Section Selection in the Wrapper allows users to select certain mesh sections in both Target and Source. The wrapping will proceed only for the selected mesh data.

In order to open Section Selection, users have to select it in Advanced Menu.\
![](/files/OpVSjc0GPYe5b1MnxkBB)

Users can select multiple sections or deselect.


# Masking


# Bake

Mesh Morpher allows users to bake Morph Targets on the Skeletal Mesh. \
Baking writes the Morph Target deltas to the Skeletal Mesh Import data(if available) or LOD Model data.\
Baking is persistent and permanent.

There are two ways to Bake Morph Targets:

* By clicking Bake in Mesh Morpher's toolbar\
  ![](/files/ohAH4U1Pz7KxCbOqbgsK)
* Navigating to Tools top dropdown menu and clicking Bake\
  ![](/files/jA3kkHTQhLVuVfD5b7KQ)

Once the Bake button is pressed, a dialog box will open where users can select which Morph Targets to Bake.

<figure><img src="/files/EmF7dIt6m1PNlz1Agf7N" alt=""><figcaption></figcaption></figure>

Mesh Morpher will attempt to bake the Morph Targets that have a weight different than 0.\
After baking is completed the baked Morph Targets are removed from the Skeletal Mesh.\
\
Users can select multiple Morph Targets with different weight from the list and in the preview viewport they can visualize how the final result will look like.

After the Morph Targets are baked. Mesh Morpher will also attempt to offset the existing Morph Targets in Import Data so they'll reflect the actual mesh.

{% embed url="<https://youtu.be/PV1ogL_35Ds>" %}

{% hint style="info" %}
Keyboard shortcut: Ctrl + B
{% endhint %}

> The button is greyed out when there's no skeletal mesh loaded

{% hint style="danger" %}
Morph Target Baking is irreversible.
{% endhint %}


# Recompute Normals

Recompute Normals allows users to recompute the Normals for a selection of skeletal meshes.

The Normals are computed in such way that there is no seam if multiple skeletal meshes are selected as the meshes are getting welded in the underlying algorithm and the normals are then projected back to the Skeletal Meshes.

<div align="left"><figure><img src="/files/EkGRO1oaIHoox75znPKq" alt=""><figcaption></figcaption></figure></div>

| Option                  | Description                                                                                                                                                               |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Skeletal Meshes         | Array of skeletal Meshes                                                                                                                                                  |
| Update DNA Asset        | Bakes Normals to DNA Asset Mesh Data if available. This is intended for Meta Humans only.                                                                                 |
| Merge Vertex Tolerance  | Edges are coincident if both pairs of endpoint vertices are closer than this distance                                                                                     |
| Merge Search Tolerance  | Edges are considered as potentially the same if their midpoints are within this distance. Due to floating-point roundoff this should be larger than MergeVertexTolerance. |
| Merge Only Unique Pairs | Only merge unambiguous pairs that have unique duplicate-edge matches                                                                                                      |

{% embed url="<https://youtu.be/adS7hsRnlnI>" %}


# Stitch

Mesh Morpher has the ability to stitch two morph targets between two meshes.

<div align="left"><figure><img src="/files/SKgwMAX8UZGkW1exOpnH" alt=""><figcaption></figcaption></figure></div>

| Option                  | Description                                                                                                                                                               |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Boundary Threshold      | Distance Threshold at which the boundary vertices are coincident                                                                                                          |
| Use Edge Closest Point  | Whether the correspondent vertices are glued to the closest point on edges.                                                                                               |
| Vertex Threshold        | The Maximum Threshold between the original position and the welded position                                                                                               |
| Merge Vertex Tolerance  | Edges are coincident if both pairs of endpoint vertices are closer than this distance                                                                                     |
| Merge Search Tolerance  | Edges are considered as potentially the same if their midpoints are within this distance. Due to floating-point roundoff this should be larger than MergeVertexTolerance. |
| Merge Only Unique Pairs | Only merge unambiguous pairs that have unique duplicate-edge matches                                                                                                      |

{% embed url="<https://youtu.be/tU_IzxRVYV0>" %}


# By Bone Weights

{% embed url="<https://www.youtube.com/watch?v=-FNx5oF4eUU>" %}


# Append Geometry

{% embed url="<https://www.youtube.com/watch?v=ZzQtQzOHXvw>" %}




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