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Author Topic: UE Viewer build 1117 - MorphTarget support (no export)  (Read 6054 times)
Gildor
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« on: October 15, 2019, 10:33 »

Hi all,

I've spent two recent days doing MorphTarget stuff. It is a technology which allows to change geometry of UE3 or UE4 SkeletalMesh. Morphs are loaded automatically if they present. There's no way to disable them.

In a viewer you'll see the new line "Morphs" saying how many morphs current mesh has (the line will not appear if mesh has NO morphs). You can see morphs in the viewport my switching between them in a way similar to switching between animations: use square braces keys while holding the Ctrl key.



Any kind of export is not yet implemented.
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Juso3D
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« Reply #1 on: October 15, 2019, 11:34 »

Loving the updates boss, thanks for the dedication!
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Sydie
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« Reply #2 on: October 15, 2019, 21:22 »

@Gildor - you're my hero! Thank you for this!
Check out the insane 505 morphs on this character:


I hope someday you'll do the export feature, I will track in on Trello patiently lipsrsealed
« Last Edit: October 15, 2019, 21:26 by Sydie » Logged
Gildor
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« Reply #3 on: October 15, 2019, 22:58 »

Nice shot Smiley

In trello I've already moved "morph targets" to "done". I'd suggesting tracking:
  • "News" board of this forum (I've started to post information not relevant to particular game or UE4 version here)
  • facebook UE Viewer page
  • github page - but the information there is usually too technical for people not familiar with Unreal engine programming.
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san
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« Reply #4 on: October 17, 2019, 14:22 »

Out of interest has anyone tried this on the Fortnite character models? A while back I watched some UE4 presentation where they were talking about sharing morph targets/facial animations between characters. Curious to see if anyone has tried it
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Juso3D
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« Reply #5 on: October 17, 2019, 14:23 »

Yes I have, gonna help with hiding hair for the head meshes, among other things.

https://youtu.be/WLkwTQXzIis

hope xmas come by again soon (export cough cough )  cool
« Last Edit: October 17, 2019, 14:34 by Blenux » Logged

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DelusionBoy
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« Reply #6 on: October 31, 2019, 01:02 »

That's some very good news! I was also dealing with, as now I know for sure, facial morph targets, so finally it's all clear.  Smiley
Thanks a lot. It would take a long time for me to figure something out myself with my overall mediocre programming skills and C++ knowledge.
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Gildor
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« Reply #7 on: December 29, 2019, 13:57 »

Build 1152 received an option for disabling MorphTarget loading, in a case if UE Viewer crashes with it. Use UI option or -nomorph command line switch.
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mastaklo
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« Reply #8 on: February 13, 2020, 04:51 »

any news on exporting morph targets? Would be helpfull for modders for a few games.
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Gildor
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« Reply #9 on: February 13, 2020, 10:38 »

No, not yet. I'm too busy with new job (adaptation period), so there's no time for anything else.
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Vincenzo
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« Reply #10 on: March 31, 2020, 07:29 »

Yes I have, gonna help with hiding hair for the head meshes, among other things.

https://youtu.be/WLkwTQXzIis

hope xmas come by again soon (export cough cough )  cool
How did you do that?
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Juso3D
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« Reply #11 on: March 31, 2020, 11:45 »

Load a mesh in with morph targets and press the key to change them, again only for viewing only.
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trussive
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« Reply #12 on: June 21, 2020, 21:58 »

Any updates? Sorry for the bump. Some characters I've exported don't have any mouth movement bones, making me require morph targets.
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Gildor
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« Reply #13 on: June 21, 2020, 21:59 »

No. I work on different things now.
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PeterBrown
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« Reply #14 on: January 19, 2021, 13:44 »

hey, even if the question is i guess already annoying:
any news on the morph target export? Smiley
I  also think its perfectly fine to export each morph as separated file. I can just put everything back together again in any 3d program
thanks!
« Last Edit: January 19, 2021, 13:56 by PeterBrown » Logged
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