List of Features
Key Benefits:
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Simplifies the process of creating and managing morph targets, allowing developers to spend less time on technical details and more time on actual content creation.
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Enables developers to create and manipulate complex shapes and models by blending multiple morph targets. This level of customization allows for a wide range of unique characters, assets, and environments.
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Allows for real-time editing of morph targets within the Unreal Engine 5 environment, making it easy to preview and iterate on your work without having to switch between multiple applications.
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Integrates seamlessly with Unreal Engine 5, allowing developers to leverage its benefits within their existing workflow.
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Allows developers to reuse existing assets by applying different morph targets to create new, unique models. This can save both time and resources when developing multiple game projects or iterations.
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Supports popular 3D file formats, such as FBX and OBJ, making it easier to integrate with your existing 3D modeling and animation software.
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Can be used to modify skeletons and take advantage of animation poses and curves.
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Can help streamline the collaboration process between artists, designers, and developers by allowing them to make changes to 3D models directly within Unreal Engine 5. This can lead to a more efficient workflow and better communication within the team.
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Intuitive interface and real-time editing capabilities allow developers to quickly test and iterate on their ideas, accelerating the development process and reducing the time it takes to bring a game to market.
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Non-destructive nature that allows developers to easily create, modify or remove morph targets without affecting the original mesh, enabling them to experiment with different ideas and make changes without losing their initial work.
Features:
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Create Morph Targets
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Delete Morph Targets
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LOD Support (Morph Targets are reflected on all mesh LODs)
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In-Editor Mesh deformation
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Easy to use UI
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Works with any Skeletal Mesh
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Copy Morph Targets to another mesh
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Merge Morph Targets
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Rename Morph Target
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Duplicate Morph Target
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Export Morph Targets to Static Meshes
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Bake Morph targets into Skeletal Mesh
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Symmetry Editing
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Bulk Copy
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Change Pose
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Reference Skeletal Mesh
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Create Morph Target from Selected Pose
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Create Morph Target from a Mesh
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Blueprint Tools
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Import Morph Targets from Obj/FBX Files (CC3/4, Meta Humans and more)
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Vertice masking
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OBJ Export
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Wrapper (Experimental)
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Standalone Morph Targets
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Bake Skeletons (Including Meta Humans)
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Fit Skeletons to Morph Targets
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Meta Human DNA asset gets joints and mesh data updated on Bake Skeleton and on Bake Morph Target
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Modify Meta Human DNA Blendshapes
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Export Meta Human DNA asset to .dna file
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Enable Animation Curves in Poser
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Create Morph Targets from selected Animation Curves
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Recompute Normals for multiple meshes
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Create Morph Targets and Bonesnapshots from Arkit(or any output from Animation Blueprints)
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UV Matching
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Load Bonesnapshots at runtime with custom Animation Blueprint node
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Alembic Exporter (skeletal meshes and sequences)
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Create Pose Drivers
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Corrective Bonesnapshots
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Capture Cloth simulations
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Capture Deformer graph deformations
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Dynamic Skeletal Mesh Component (Programmatically set bone transforms at runtime using Blueprints)
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Append Meshes (5.4 and above)
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Remove Sections (5.4 and above)
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Transfer Bone Weights (5.4 and above)
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Subdivide Skeletal Meshes (5.4 and above)
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Update Meta Human DNA bone expressions. (new)
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Early access to Preview Engine versions
Tool Types:
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Move
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Smooth
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Sculpt
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Sculpt Max
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Inflate
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Pinch
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Flatten
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Plane
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Restore (Relative Restore)
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Transform
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Lattice Deformer
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Project
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Displace
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Laplacian Corrective Smoothing
Runtime:
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Project Standalone Morph Targets to another mesh Standalone Morph Targets
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Project Standalone Morph Targets to another mesh Morph Targets
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Bake Standalone Morph Targets on the skeletal mesh at runtime
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Create Standalone Morph Targets from FBX/OBJ Files at runtime
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Create Morph Targets from FBX/OBJ Files at runtime
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Export Skeletal Mesh Render Data (reflects already baked standalone morph targets) to OBJ Files at runtime. Welded and non-welded support.