> For the complete documentation index, see [llms.txt](https://docs.meshmorpher.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.meshmorpher.com/studio-and-graph/introduction.md).

# Introduction

Mesh Morpher builds and reshapes meshes with a node graph. You place nodes, wire them together, and each one does a single job: load a file, decimate, unwrap, sculpt, bake, write an FBX. The graph is the recipe, so the same sequence runs again tomorrow on a different asset without you repeating a single click.

This section documents the node library, node by node. There are over 300 of them across 41 categories, and every page here describes the pins, the settings and what the node actually does with them.

## Two products, one node library

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>Mesh Morpher Studio</strong></td><td>A standalone Windows application. No engine, no editor, no project - just the graph, a viewport and your files.</td><td><a href="https://meshmorpher.com/studio">https://meshmorpher.com/studio</a></td></tr><tr><td><strong>Mesh Morpher Graph</strong></td><td>The same graph as an in-editor plugin for Unreal Engine, reading and writing the assets already in your project.</td><td><a href="https://meshmorpher.com/graph">https://meshmorpher.com/graph</a></td></tr></tbody></table>

They are the same tool wearing two coats. The node library, the graph editor, the sculpt brushes, the Python stage and the `.mmgraph` file format are shared, so a graph built in one opens in the other. That is why one reference covers both.

{% hint style="warning" %}
**Fifteen nodes are the exception.** They read or write Unreal Engine assets - a Static Mesh, a Skeletal Mesh, a Texture asset, a MetaHuman DNA asset - so they only exist inside the editor. Their pages carry an **Editor-only node** banner at the top. Everything else runs in both.
{% endhint %}

Mesh Morpher **Classic** is a separate product: the original morph-target toolkit for Unreal Engine, with its own runtime module. It is not a node graph and it is not documented in this section.

## What a graph is, and what it is not

A node is one operation. It has input pins on the left, output pins on the right, and a settings list you edit in the **Details** panel. Wires carry meshes, weight maps, textures, transforms, landmarks, deltas and plain numbers between them.

What surprises people coming from other node editors is that **a graph is not a timeline and nothing runs continuously**. There are two kinds of node and it is worth knowing which you are looking at:

|              | How it runs                                                                                                        | Examples                                              |
| ------------ | ------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------- |
| **Reactive** | Recomputes by itself whenever its input changes. There is nothing to press.                                        | Recompute Normals, Mesh Health, Weld, Compact         |
| **Action**   | Waits for you. It has a button in the **Details** panel under **Actions**, and it does nothing until you click it. | Simplify, Generate UVs, Bake Maps, Write FBX, Wrangle |

{% hint style="info" %}
**A stale output is kept, never thrown away.** Change the input of a node that has already produced a result and the old result stays on the pin, marked out of date, until you re-run the node. Nothing downstream silently empties out while you are in the middle of editing.
{% endhint %}

Three more habits are worth forming early:

* **Select a node to look at it.** The viewport shows the output of whatever node is selected, so clicking your way down the chain is how you find the step that went wrong.
* **Every node carries its own documentation.** The book icon on a node opens **View node documentation** without leaving the app. These pages are the same material, indexed and cross-linked.
* **Undo covers the whole graph.** Wiring, node settings, sculpt strokes and paint are all one transactional history.

## Finding your way around

The sidebar lists every category. If you know what you want to do but not which node does it, start here.

| To do this                    | Look in                                                                                                                                                                                           |
| ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Get geometry in and out       | [Importers](/studio-and-graph/importers.md), [Exporters](/studio-and-graph/exporters.md), [Stream](/studio-and-graph/stream.md), [Geometry Cache](/studio-and-graph/geometry-cache.md)            |
| Build and reshape             | [Geometry](/studio-and-graph/geometry.md), [Voxel](/studio-and-graph/voxel.md), [Sculpt](/studio-and-graph/sculpt.md), [Paint](/studio-and-graph/paint.md), [Deltas](/studio-and-graph/deltas.md) |
| Repair, measure and select    | [Repair](/studio-and-graph/repair.md), [Selection](/studio-and-graph/selection.md), [Weight Map](/studio-and-graph/weight-map.md)                                                                 |
| UVs, textures and materials   | [UV](/studio-and-graph/uv.md), [Texture](/studio-and-graph/texture.md), [Materials](/studio-and-graph/materials.md)                                                                               |
| Rig, skin and pose characters | [Skeleton](/studio-and-graph/skeleton.md), [Morph Targets](/studio-and-graph/morph-targets.md), [MetaHuman DNA](/studio-and-graph/metahuman-dna.md), [Animation](/studio-and-graph/animation.md)  |
| Fit one mesh onto another     | [Wrapper](/studio-and-graph/wrapper.md), [Cage Deformer](/studio-and-graph/cage-deformer.md), [RBF Deformer](/studio-and-graph/rbf-deformer.md)                                                   |
| Compute, script and automate  | [Wrangle](/studio-and-graph/geometry/wrangle.md), [Math](/studio-and-graph/math.md), [Utility](/studio-and-graph/utility.md), [AI](/studio-and-graph/ai.md)                                       |

{% hint style="success" %}
**When no node does the thing you want,** [**Wrangle**](/studio-and-graph/geometry/wrangle.md) **does.** Write a short expression and it runs once per vertex, per triangle, per corner, per texel, or once for the whole mesh - with loops, neighbour lookups, noise, donor-mesh reads and a full Python stage. It has a reference of its own under this section.
{% endhint %}

## What you need to run it

|          | Mesh Morpher Studio                               | Mesh Morpher Graph                     |
| -------- | ------------------------------------------------- | -------------------------------------- |
| Platform | Windows 10 or 11, 64-bit                          | Windows 64-bit                         |
| Host     | None - it is a standalone application             | Unreal Engine 5.6 to 5.8               |
| Graphics | DirectX 12 or DirectX 11, Shader Model 5 or newer | Whatever the editor is running         |
| Memory   | A discrete card with 6 GB or more is recommended  | 6 GB or more recommended for sculpting |
| Python   | Bundled, version 3.11                             | Bundled, version 3.11                  |

Mesh Morpher checks your graphics device on startup and tells you plainly if something will hold it back - an integrated card sharing system memory, a driver on the known-problem list, or a driver old enough to have shader-compilation bugs. Sculpting and the GPU deformers need real graphics hardware; the rest of the library does not.

## Next

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>Getting Started</strong></td><td>Install, activate, learn the window, and build your first graph in about ten minutes.</td><td><a href="/pages/L6mwCPm75lshJDYjwkON">/pages/L6mwCPm75lshJDYjwkON</a></td></tr><tr><td><strong>Wrangle</strong></td><td>The expression and Python node, with its own full language reference.</td><td><a href="/pages/ijo3Z7vYLbtvQ02CJtaW">/pages/ijo3Z7vYLbtvQ02CJtaW</a></td></tr><tr><td><strong>Patch Notes</strong></td><td>What changed, release by release.</td><td><a href="/pages/DNdweavnSwtlhRJCE5XY">/pages/DNdweavnSwtlhRJCE5XY</a></td></tr></tbody></table>
