Patch Notes
Live Patch Updates - expand to see details
- [MM-620] Implemented Ruler in Poser
- [MM-621] Implemented Ruler in Sculpt Tools
- [MM-622] Fixed a bug with Wrapper that would project distorted resulted deltas back to the initial mesh
- [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.
- [MM-625] Removed Inverse Matching from Wrapper
- [MM-626] Standalone selection assets now store identical mesh indices
- [MM-612] Implemented Pivot Editor in Poser
- [MM-613] Implemented the ability to Update Children in Pivot Editor
- [MM-614] Improved Bone Editor performance in Poser
- [MM-615] Fixed a bug where selecting a bug in Poser while symmetry is enabled would automatically attempt to rotate the symmetric bone
- [MM-616] Improved bone undo/redo in Poser
- [MM-617] Fixed a bug with Set Pivot Bone from Section where the Mesh wouldn't correctly translate with new bone transforms.
- [MM-618] Implemented the ability to enable/disable Update Children in Set Pivot Bone from Section
- [MM-619] Set Pivot Bone menu entry has been renamed to Set Pivot Bone from Section
- [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.
- [MM-609] Implemented the ability to Set Animation Curves in Toolkit Main window.
- [MM-610] Implemented the ability to Set Morph Targets in Toolkit Main window.
- [MM-611] Poser now doesn't use Main Toolkit pose as base pose. Instead it only uses the Base Pose set from the Poser.
- [MM-592] Implemented the ability to export Animation Curves (bulk) to OBJ Files (Poser and any weighted curve list)
- [MM-593] Implemented the ability to export Morph Targets (bulk) to OBJ Files (Poser and any weighted curve list)
- [MM-594] Implemented the ability to enable Connected Only for brushes which allows brushes to affect only connected triangles.
- [MM-595] Fixed a bug with undo/redo which crashed Mesh Morpher when actions where triggered too fast.
- [MM-596] Fixed a bug where bInvertMask option would be saved and transferred on tool change.
- [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
- [MM-588] Renamed Blend window to the correct name "Blend" instead of "Bake"
- [MM-589] Implemented the ability to select and copy name of the selected Morph Target in Blend
- [MM-590] Implemented the ability to select and copy name of the selected Morph Target in Bake
- [MM-591] Fixed a bug with Morph Target list that appeared in certain cases when Auto was enabled and then disabled
- [MM-582] Fixed a bug with Transaction(Undo/Redo) for Sculpt tools
- [MM-583] Improved Transaction(Undo/Redo) performance
- [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.
- [MM-587] Improved performance of lattice deformer
- [MM-579] Implemented Lattice Deformer Tool
- [MM-580] Fixed a selection bug with Tools that prevented to display selection when navigating through tools
- [MM-581] Fixed a selection bug with Tools that would always add full section selection vertices even though some vertices were removed by masking.
- [MM-557] Sculpt Tools now are listed as a side menu instead of a dropdown list.
- [MM-558] Converted sculpt tools to C++
- [MM-559] Implemented the ability to scale Modal Windows (In Edit->Settings.)
- [MM-560] Moved Bone settings from Edit->Settings to Bone widget
- [MM-561] Moved Control Points settings from Edit->Settings to Control Points widget
- [MM-562] Moved Masking settings in Wrapper from Edit->Settings to Masking Widget
- [MM-563] Implemented the ability to export selection and morph targets as welded/unwelded
- [MM-564] Create from Mesh Files now preserves the settings
- [MM-565] Export to OBJ now preserves the settings.
- [MM-566] Implemented the ability to open a Current Pose from Poser in OBJ/FBX Importer
- [MM-567] Implemented the ability to export a pose to OBJ file directly from Poser.
- [MM-568] Added Tools menu to Poser
- [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.
- [MM-570] Implemented the ability to open Base Pose from Poser to OBJ/FBX Importer
- [MM-571] Copy Morph Target now preserve settings
- [MM-572] Create From Mesh now preserve settings
- [MM-573] Implemented confirmation message when overwriting bonesnapshots.
- [MM-574] Transform Tool now supports Invert Mask
- [MM-575] Added progress dialog to selection export
- [MM-576] Implemented the ability to focus selected bone.
- [MM-553] Implemented Progress Bar on Copy multiple Morph Targets
- [MM-554] Implemented the ability to copy the name(s) of selected in Curve lists
- [MM-555] Fixed a bug where sculpt tools would not correctly project morph targets to skeletal mesh in certain cases
- [MM-556] Implemented the ability to enable PerSectionWeld
- [MM-545] Implemented the ability to select delta vertices in Tools
- [MM-546] Implemented the ability to set a static mesh as reference in Poser
- [MM-547] Renamed Create from Pose menu entries to Poser
- [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.
- [MM-549] Moved the transform bone widget above the bone list
- [MM-550] Added Buffer View Menu to all Mesh Morpher Viewports.
- [MM-528] Improved Animation Curve list widget.
- [MM-529] Implemented the ability to enable/disable Auto in Animation Curve/Morph Target list, which resets the weight to 0.
- [MM-530] Animation Curves are now grabbed from the skeleton (and skeletal mesh in 5.3) instead of animation sequence.
- [MM-531] Improved Bone Transform Widget in Poser and Wrapper.
- [MM-532] Implemented Scale Lock in Bone Transform Widget in Poser and Wrapper
- [MM-533] Improved and re-arranged Bone Widgets in Poser and Wrapper
- [MM-524] Implemented bone symmetry in Poser and Wrapper.
- [MM-525] Morph Target curves are properly created, renamed and removed in 5.3
- [MM-526] Fixed a bug that could possibly crash Mesh Morpher when the versioning URL is not accessible
- [MM-527] Improved Transform widget in Wrapper and Poser
- [MM-500] Removed Sculpt Max Tool. Sculpt Tool now holds parameters for Max variant as well.
- [MM-501] Smooth Tool now has a boolean that allows to preserve UV flow
- [MM-502] Improved Flatten Tool performance with multi-threading
- [MM-503] Improved Inflate Tool performance with multi-threading
- [MM-504] Improved Move Tool performance with multi-threading
- [MM-505] Improved Pinch Tool performance with multi-threading
- [MM-506] Improved Plane Tool performance with multi-threading
- [MM-507] Improved Sculpt Tool performance with multi-threading
- [MM-508] Improved Smooth Tool performance with multi-threading
- [MM-509] Improved Restore Tool performance with multi-threading
- [MM-510] Improved Flatten Tool algorithm.
- [MM-511] Improved Plane Tool algorithm.
- [MM-512] Improved Sculpt Tool algorithm.
- [MM-513] Improved Inflate Tool algorithm.
- [MM-514] Removed Cotan, Mean Value and Legacy smooth types and they're been replaced by Preserve UV Flow and Delta smooth types
- [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.
- [MM-516] Changed default Smooth type to Preserve UV Flow
- [MM-517] Fixed a bug in wrapper where setting a bonesnapshot wouldn't update the reference mesh
- [MM-518] Improved Delta Projection algorithm in editor
Please remove the current Mesh Morpher files and replace them with the new ones.
- [MM-484] Re-organized Wrapper settings structure
- [MM-485] Wrapper can now be forced to attempt to preserve details
- [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
- [MM-487] Implemented the ability to update a Morph Target`s deltas with the current pose in Poser
- [MM-488] Implemented Load Bonesnapshot widget
- [MM-489] Implemented Save Bonesnapshot widget
- [MM-490] Implemented the ability to create Reverse Morph Targets in Poser
- [MM-491] Implemented the ability to select whether to load delta or absolute transforms from bonesnapshots
- [MM-492] Implemented the ability to save bonesnapshots from a starting bone
- [MM-493] Implemented the ability to removes bones in a bonesnaposhot from a bonesnapshot
- [MM-494] Various other small fixes and UI changes
- [MM-478] Implemented UV Matching in Copy Morph Targets
- [MM-479] Creating from Mesh now has an advanced UV Matching functionality that allows multiple UV Matching iterations and smoothness
- [MM-480] Removed Merge Morph Targets and it was replaced by Blend Morph Targets.
- [MM-481] Wrapper no longer projects final result once more to the target mesh.
- [MM-482] Wrapper now allows to bleed deltas from selection to nearby vertices, using Inverse Matching.
- [MM-483] Fixed a bug that would crash the engine when changing skeletal meshes.
- [MM-473] Implemented the ability to Stitch a Morph Target back to the reference mesh
- [MM-474] Improved UV Matching algorithm. Creating from Mesh files with UV matching disabled allows for inputs with different vertex count.
- [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.
- [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.
- [MM-471] Implemented the ability to create a backup of skeletal mesh on bake.
- [MM-472] Implemented the ability to select whether to bake Mesh Data on bake skeleton.
- [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.
Bonesnapshots format has been changed. Bonesnapshots created in previous versions are not working anymore and users have to recreate them.
- [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.
- [MM-456] Fixed a bug in Wrapper where selecting a section in Target mesh would not correctly apply the resulted wrapping.
- [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.
- [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
- [MM-453] Implemented the ability to select different Control Point influence values in the same wrapping operation.
- [MM-454] Implemented the ability to select a control point and modify its influence radius
- [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.
- [MM-445] Creating a Bonesnapshot from Morph Target now opens a settings dialog which allows to configure how the bonesnapshot will be created.
- [MM-446] Improved the layout of all modal dialogs
- [MM-447] Bone Transform Widgets in Poser and Wrapper now work in local bone space.
- [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
- [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
- [MM-436] Fixed DNA export to file
- [MM-437] Implemented Load Bonesnapshot animnode
- [MM-438] Bonesnapshot now save both local deltas and world transforms
- [MM-439] Implemented the ability to set a bonesnapshot as a pose in toolkit window
- [MM-440] Implemented the ability to save bonesnapshots as.. in Poser
- [MM-441] Implemented the ability to merge bonesnapshots in Poser
Bonesnapshots created prior to 2.7.6 need to be recreated as they will not function anymore
- [MM-430] Fixed viewport flickering (if it still flickers please send an email at [email protected])
- [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.
- [MM-425] Restore Tool can now restore by side: Right, Left, Up, Down, Front, Back
- [MM-426] Masking can now select by side: Right, Left, Up, Down, Front, Back
- [MM-427] Fixed a bug where adding a new morph target with an existing name wouldn't overwrite the deltas.
- [MM-418] Bonesnapshots have been changed. The bone transformation storage is completely changed and requires users to recreate them.
- [MM-419] Renaming a Morph Target now pre-fills the text block with current Morph Target name
- [MM-420] Wrapper control points index indicator are not render anymore if they're outside of viewport frustum
- [MM-421] Fixed a bug where creating the bones gizmos would crash the engine
- [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.
- [MM-400] Greatly improved the non-rigid algorithm in Wrapper
- [MM-401] Implemented the ability to save/load control points.
- [MM-402] Implemented the ability to clear control points.
- [MM-403] Control Points now display their index in Wrapper viewport
- [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.
- [MM-405] Removed bFitToTarget from wrapper as this causes issues with non-manifold meshes
- [MM-394] Applying Deltas from Welded(sculpted version) to Skeletal Mesh now matches material IDs, providing higher quality projection
- [MM-395] Creating from Mesh Files now offers the ability to match material IDs
- [MM-396] Creating from Mesh now offers the ability to match material IDs
- [MM-388] Bonesnapshots are now saved with bone names included
- [MM-389] Implemented the ability to create bonesnapshot assets using blueprints in editor (CreateBoneSnapshotAsset)
- [MM-390] Implemented the ability in Poser to load bonesnapshots that are not skeleton compatible. Common bones with same names will be transferred
- [MM-391] Baking Skeleton and Baking Morph Targets now write the joint and mesh data to DNA asset for Meta Humans
- [MM-392] Implemented the ability to export the DNA asset(Meta Humans) to .dna file (experimental)
- [MM-385] Create From FBX Files now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)
- [MM-386] Export Mesh to OBJ now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)
- [MM-387] Export Morph Target to OBJ now uses the skeletal mesh from toolkit viewport(pose or master pose component applied)
- [MM-381] Fixed a bug with transform tool where closing and reopening the tool would wrongfully reposition the gizmo
- [MM-382] Baking Bonesnapshots now notify all existing viewports that the mesh was changed
- [MM-383] Baking Bonesnapshots now reinitializes render data and clears out much better.
- [MM-384] Ok button in Poser has been renamed to Create Morph Target
- [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.
- [MM-368] Fixed a bug where on save, Source bone snapshot was selecting the target mesh as skeletal mesh in Wrapper
- [MM-369] Fixed a bug with Bone Snapshot assets where the Skeletal Mesh Property wouldn't preserve its value
- [MM-370] Fixed a bug with Standalone Mask Selection assets where the Skeletal Mesh Property wouldn't preserve its value
- [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
- [MM-361] Fixed a bug with baking where Mesh Morpher would fail to offset the existing Morph Targets
- [MM-362] Baking performance has been greatly improved.
- [MM-363] Fixed a bug with Symmetric Brush for Tools where the Symmetric Brush would be incorrectly positioned when Only Facing Camera was disabled
- [MM-354] Windows with Viewports and Morph Targets Lists have been replaced with dockable tabs
- [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.
- [MM-356] Implemented the ability to regenerate import data which is useful for some marketplace assets.
- [MM-357] Code refactor for Editor and Core Modules
- [MM-358] Fixed a bug where closing windows(now tabs) with viewports in 5.1 would result in a crash(sometimes)
- [MM-359] Various optimizations to UI across the plugin
- [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.
- [MM-351] Copy Morph Targets now uses the source skeletal mesh with pose applied (if any)
- [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.
- [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
- [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
- [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.
- [MM-317] Fixed a bug where Cancel on saving bone snapshot bug would crash the engine
- [MM-318] Fixed a bug where the material for reference meshes in wrapper weren't properly assigned
- [MM-319] Fixed a bug where undoing bone actions would sometimes fail in the wrapper and poser
- [MM-320] Selecting an animation in the wrapper and poser still allows you to move bones around thus enabling further pose customization
- [MM-321] Removed bDisablePostProcessBlueprint. The Debug Skeletal Mesh Component has been redone.
- [MM-312] Implemented the ability to enable/disable Post Process Animation blueprint
- [MM-313] Added some extra validation for the Pose frame slider
- [MM-314] Separated Wrapper from Create from Mesh to its own window.
- [MM-315] Fixed a possible bug where browsing corrupted assets would crash the engine. Now Mesh Morpher attempts to filter them out.
- [MM-316] Create From Mesh window doesn't automatically close after the Morph Target was created, allowing users to select another mesh directly.
- [MM-306] Implemented the ability to Create Standalone Morph Targets from FBX/OBJ Files at runtime
- [MM-307] Implemented the ability to Create Morph Targets from FBX/OBJ Files at runtime
- [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
- [MM-301] Implemented the option to project at runtime Standalone Morph Targets to another mesh Standalone Morph Targets
- [MM-302] Implemented the option to project at runtime Standalone Morph Targets to another mesh Morph Targets
- [MM-303] Implemented various utility nodes for Standalone Morph Targets assets.
- [MM-304] Implemented the ability to bake Standalone Morph Targets on the skeletal mesh at runtime
There is a bug with bak