General
Mesh Morpher and Reallusion`s Character Creator 4
By Admin ·
Character Creator 4 is one of the fastest ways to produce game-ready characters, and its morph system is a big part of that. But bringing CC4 characters into Unreal Engine with their morphs intact exposes a classic problem: morphs that change body proportions also need the skeleton to change, and a skeletal mesh in Unreal has exactly one skeleton. Play an animation on a morphed character whose bones are in the wrong place and the mesh distorts - shoulders collapse, knees bend mid-thigh.
Mesh Morpher fixes this in-engine, so true CC4 character morphing works in Unreal without round-tripping back to Character Creator.
The tools: Bonesnapshots and the Poser
Two features of Mesh Morpher Classic do the work:
- Bonesnapshots store an alternative skeleton pose - the bone proportions that match a given morph - and can be loaded at runtime or in the editor.
- The Poser fits the skeleton to a morph target and can generate those Bonesnapshots procedurally.
Approach 1: Generate Bonesnapshots procedurally
The fast path: let Mesh Morpher fit the skeleton to each CC4 morph target automatically. With a few clicks the character mesh and skeleton morph together without breaking animations. This video walks through the whole workflow:
Approach 2: Build Bonesnapshots from imported skeletal meshes
If you exported each morph variant from CC4 as its own skeletal mesh, you can create the Bonesnapshots from those meshes instead - importing them, capturing their skeletons, and then deleting the extra meshes from the project once the snapshots exist. It is a little longer, but it uses exactly the proportions CC4 authored:
When you can skip all of this
Not every CC4 morph touches the skeleton. Facial shapes, muscle definition and other surface-level morphs leave the bones where they are - for those, plain morph targets are enough and no Bonesnapshots are needed. The rule of thumb: if the morph changes proportions (height, limb length, bulk), pair it with a Bonesnapshot; if it only changes the surface, ship it as-is.
Tips
- Name morphs and snapshots consistently so runtime logic can enable them in pairs.
- Test with your actual animations. Distortion shows up at animation extremes - test walk, run and idle before committing.
- Organize as you go. CC4 characters arrive with a lot of morphs; folders, filters and color coding keep them manageable.
- Runtime works in packaged games. Mesh Morpher ships pre-compiled runtime modules, so Bonesnapshot loading and morph driving work outside the editor.
Related workflows
The same skeleton-fitting logic powers full-body MetaHuman morphing. And if you want to wrap a CC character onto MetaHuman topology instead of morphing it in place, see the step-by-step 3D wrapping guide.
#character-creator-4#morph-targets#tutorial#unreal-engine
Related posts
- Create Custom Nodes with Python and Expressions in Mesh Morpher Studio
- Mesh Morpher Studio
- Mesh Morpher Graph 2.0 Release
- Organize and Categorize Morph Targets with Mesh Morpher Classic
Looking for reference material? Read the Mesh Morpher documentation or see pricing & licenses.