Mesh Morpher (Wrapper)2.3.5适配UE5.2
Key Benefits:
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.
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.
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.
Integrates seamlessly with Unreal Engine 5, allowing developers to leverage its benefits within their existing workflow.
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.
Supports popular 3D file formats, such as FBX and OBJ, making it easier to integrate with your existing 3D modeling and animation software.
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.
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.
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:
Create Morph Targets
Delete Morph Targets
LOD Support (Morph Targets are reflected on all mesh LODs)
In-Editor Mesh deformation
Easy to use UI
Works with any Skeletal Mesh
Copy Morph Targets to another mesh
Merge Morph Targets
Rename Morph Target
Duplicate Morph Target
Export Morph Targets to Static Meshes
Bake Morph targets into Skeletal Mesh
Symmetry Editing
Bulk Copy
Change Pose
Reference Skeletal Mesh
Create Morph Target from Selected Pose
Create Morph Target from a Mesh
Blueprint Tools
Import Morph Targets from Obj/FBX Files (CC3/4, Meta Humans and more)
Vertice masking
OBJ Export
Wrapper (Experimental)
Standalone Morph Targets
Tool Types:
Move
Smooth
Sculpt
Sculpt Max
Inflate
Pinch
Flatten
Plane
Restore
Transform
Runtime:
Project Standalone Morph Targets to another mesh Standalone Morph Targets
Project Standalone Morph Targets to another mesh Morph Targets
Bake Standalone Morph Targets on the skeletal mesh at runtime
Create Standalone Morph Targets from FBX/OBJ Files at runtime
Create Morph Targets from FBX/OBJ Files at runtime
Export Skeletal Mesh Render Data (reflects already baked standalone morph targets) to OBJ Files at runtime. Welded and non-welded support.
meshmorpher.com only:
Bake Skeletons (Including Meta Humans)
Fit Skeletons to Morph Targets
Meta Human DNA asset gets joints and mesh data updated on Bake Skeleton and on Bake Morph Target
Export Meta Human DNA asset to .dna file
Enable Animation Curves in Poser
Create Morph Targets from selected Animation Curves
Recompute Normals for multiple meshes
Early access to Preview Engine versions
技术细节
Mesh Morpher 2.5.9 is Live! (04/03/2023)
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.
Mesh Morpher 2.5.8 is Live! (04/02/2023)
Bone Tree fits better in Poser side panel
Bonesnapshots have been changed. The bone transformation storage is completely changed and requires users to recreate them.
Renaming a Morph Target now pre-fills the text block with current Morph Target name
Wrapper control points index indicator are not render anymore if they’re outside of viewport frustum
Fixed a bug where creating the bones gizmos would crash the engine
Mesh Morpher 2.5.7 is Live! (03/23/2023)
Improved the smoothing for non-rigid wrapping
Added Symmetric Control Points
Updated default Wrapping settings
Supported Development Platforms: Win64, MacOS
Supported Target Build Platforms: Win64, MacOS
主要优点
简化了创建和管理变形目标的过程,使开发人员能够将更少的时间花在技术细节上,将更多的时间花在实际内容创建上。
通过混合多个变形目标,开发人员能够创建和处理复杂的形状和模型。这种定制化程度允许创建各种独特的角色、资产和环境。
允许在虚幻引擎 5 环境中对变形目标进行实时编辑,从而可以轻松预览和迭代您的作品,而无需在多个应用程序之间切换。
与虚幻引擎 5 无缝集成,允许开发人员在现有工作流程中利用其优势。
允许开发人员通过应用不同的变形目标来重复使用现有资产,从而创建新的、独特的模型。这可以在开发多个游戏项目或迭代时节省时间和资源。
支持 FBX 和 OBJ 等流行的 3D 文件格式,使其更容易与现有的 3D 建模和动画软件集成。
通过允许美工人员、设计师和开发人员直接在虚幻引擎 5 中对 3D 模型进行修改,可以帮助简化美工人员、设计师和开发人员之间的协作流程。这可以提高工作流程的效率,加强团队内部的交流。
直观的界面和实时编辑功能允许开发人员快速测试和迭代他们的想法,从而加快开发过程并缩短将游戏推向市场所需的时间。
非破坏性,允许开发人员在不影响原始网格的情况下轻松创建、修改或移除变形目标,使他们能够尝试不同的想法并进行修改,而不会丢失最初的工作。
功能特点
创建变形目标
删除变形目标
支持 LOD(变形目标反映在所有网格 LOD 上)
编辑器内网格变形
易于使用的用户界面
可与任何骨架网格配合使用
将变形目标复制到另一个网格
合并变形目标
重命名变形目标
复制变形目标
将变形目标导出为静态网格
将变形目标烘焙到骨架网格中
对称编辑
批量复制
改变姿势
参照骨骼网格
从选定姿势创建变形目标
从网格创建变形目标
蓝图工具
从 Obj/FBX 文件(CC3/4、Meta Humans 等)导入变形目标
顶点遮蔽
OBJ 导出
包装器(试验性)
独立 Morph 目标
工具类型
移动
平滑
雕刻
最大雕刻
充气
捏合
压平
平面
还原
变形
运行时:
将项目独立变形目标添加到另一个网格 独立变形目标
将独立的变形目标投射到另一个网格上 变形目标
在运行时在骨骼网格上烘焙独立变形目标
在运行时从 FBX/OBJ 文件创建独立的 Morph 目标点
在运行时从 FBX/OBJ 文件创建变形目标
在运行时将骨骼网格渲染数据(反映已烘焙的独立变形目标)导出到 OBJ 文件。支持焊接和非焊接。
仅限 meshmorpher.com:
烘焙骨骼(包括元人类)
将骨骼拟合到变形目标
在 "骨骼 "和 "变形目标 "中更新元人类 DNA 资产的关节和网格数据
将元人类 DNA 资产导出为 .dna 文件
在 Poser 中启用动画曲线
从选定的动画曲线创建变形目标
为多个网格重新计算法线
提前访问预览引擎版本
技术细节
网格变形器 2.5.9 正式发布! (04/03/2023)
修正了一个 Bug,在某些情况下,从导入数据中抓取三角形无法正常工作。现在我们只从 UMorphTarget 对象中抓取三角形。
网格变形器 2.5.8 正式发布! (04/02/2023)
骨骼树更适合 Poser 侧面板
更改了骨骼快照。骨骼变换存储已完全更改,需要用户重新创建。
重新命名一个变形目标,现在会预先在文本块中填入当前的变形目标名称。
如果包裹控制点位于视口圆锥体之外,则不会再渲染这些控制点的索引指示器。
修复了创建骨骼小工具会导致引擎崩溃的错误
网格变形器 2.5.7 正式发布! (03/23/2023)
改进了非刚性包裹的平滑处理
添加了对称控制点
更新了默认缠绕设置
支持的开发平台: Win64, MacOS
支持的目标构建平台:Win64、MacOS Win64、MacOS
页:
[1]