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Mesh Morpher documentation

Poser

25 pages · exported 2026-09-06 · https://meshmorpher.com/docs/classic/editor/advanced-operations/poser

Classic › Editor › Advanced Operations

Poser

Mesh Morpher allows users to create Morph Targets from Poses.

Mesh Morpher allows users to create Morph Targets from Poses.
Poses can be an Animation frame, a Bone Snapshot or a combination of an Animation frame and Bones modification.

There are two ways to create Morph Targets from Pose:

  • By clicking Create from Pose in Mesh Morpher's toolbar
  • Navigating to Tools top dropdown menu and clicking Create from Pose

Once the Create from Pose button is pressed, a dialog box will open where users can select several options.

Options Description
Animation Blueprint Allows users to select and enable an Animation Blueprint in Poser
Disable Post Process Blueprint

Toggles the Post Process blueprint in the selected skeletal mesh in Poser

Disable Cloth Simulation

Toggles the cloth simulation for the selected skeletal mesh in Poser

Enable CCD Toggles Continuous Collision Detection in Poser
Reference Mesh Allows users to select a skeletal mesh as a reference
Enable Master Pose Set the Leader/Master Pose Component for the reference mesh to the main skeletal mesh opened in Poser
New Morph Name Users can also pick the Morph Target name that will be created.

Classic › Editor › Advanced Operations › Poser

Bake Skeleton

Bake Skeleton allows users to permanently bake skeleton and mesh changes in Poser to the Skeletal Mesh and Skeleton.

Option Description
Bake to Skeletal Mesh Reference Skeleton This option enables the skeleton changes to be baked in the Skeleton Reference which is located inside the Skeletal Mesh.
Bake Mesh Data This option allows to bake Mesh data to skeletal Mesh. Required to reflect skeleton changes in the mesh data.
Bake To DNA Asset Bakes skeleton and Mesh data to the DNA Asset if available. This is intended for Meta Humans only. It doesn't bake any Morph Target data.
Remove Scaling This scales back to 1,1,1 all bones while preserving translations and rotation. Useful for FBX exports.
Orient Bones List of bones to recompute orientations for. To disable, simply remove the bones from the list. This impacts how Pose Drivers and control Rigs functions(for metahumans as well)
Orient Bones Above Bone Recomputes the orientations for all the bones above the selected bone name in the hierarchy. To disable, simply set the bone name to None. This impacts how Pose Drivers and control Rigs functions(for metahumans as well)
Create Skeletal Mesh Backup Whether to create a backup before baking. Users will be prompted to save the asset. The asset will have "_bk" suffix automatically added.

Classic › Editor › Advanced Operations › Poser

Create Reverse Morph Target

This option allows users to create a reversed Morph Target from the current Pose. 

By default the Morph Targets contain the deltas between the default Skeletal Mesh and the modified Skeletal Mesh.

By creating a Reverse Morph Target, the Morph Target will hold the deltas between the Modified Skeletal Mesh and the default Skeletal Mesh.

If the Toolkit(Main Window) has a Pose asset selected or there is a Base Pose selected in Poser then this Morph Target will be a reversed corrective Morph Target between those two poses.

Classic › Editor › Advanced Operations › Poser

Create Morph Target

This option allows users to create a Morph Target from the current Pose. 

By creating a Morph Target, the Morph Target will hold the deltas between the default Skeletal Mesh and the modified Skeletal Mesh(Poser pose).

If the Toolkit(Main Window) has a Pose asset selected or there is a Base Pose selected in Poser then this Morph Target will be a reversed corrective Morph Target between those two poses.

Classic › Editor › Advanced Operations › Poser

Animation Curves

Poser allows users to interact with Animation Curves.

Animation curves can be enabled and disabled and also exported to OBJ files or converted to Morph Targets.

Classic › Editor › Advanced Operations › Poser › Animation Curves

To Morph Targets

Animation Curves can be converted to Morph Targets.

To do so, select the animation curves and click on To Morph Targets.

A new dialog will open.

In this new dialog users can select a prefix and suffix for the new Morph Targets names.

Classic › Editor › Advanced Operations › Poser › Animation Curves

To OBJ Files

Animation Curves can be exported to OBJ files.

To do so, select the animation curves and click on To OBJ Files or right click the list and select the same.

A new dialog will open.

In this dialog window, users will be able to select a prefix and suffix for the OBJ files, append additional meshes and also weld the OBJ file.

Classic › Editor › Advanced Operations › Poser

Morph Targets

Poser allows users to interact with Morph Targets.

Morph Targets can be enabled and disabled and also exported to OBJ files.

Classic › Editor › Advanced Operations › Poser › Morph Targets

To Bonesnapshot

Bone Snapshots can be created from Morph Targets which allows users to fit the skeleton to match the Morph Target shape.

In order to do so, select a Morph Target and click on To Bonesnapshot.

A dialog window will open.

Option Description
Start Bone Pick the first bone in the Bonesnapshot. Users can select whether to bonesnapshot will start from root or any other bone in the skeleton hierarchy
End Bone The end Bone in the hierarchy that will be part of the bonesnapshot
Include Reference Mesh Whether to include the selected reference skeletal mesh in the bonesnapshot. This option appears only when a reference skeletal mesh is selected in Poser and a Morph Target with the same name exists on both meshes.
Ignore Bones List of Bones to ignore. One per row. Ignored bones will not be part of the bonesnapshot
Ignore String Ignore all bones containing the string. Ignored bones will not be part of the bonesnapshot
Orient Bones List of bones to recompute orientations for. To disable, simply remove the bones from the list. This impacts how Pose Drivers and control Rigs functions(for metahumans as well)
Orient Bones Above Bone Recomputes the orientations for all the bones above the selected bone name in the hierarchy. To disable, simply set the bone name to None. This impacts how Pose Drivers and control Rigs functions(for metahumans as well)
Save Changed Bones Only Whether the bonesnapshot will hold only the bones that have their transform changed during the fitting.
Advanced Fitting Enable this when fitting bones to morph targets for meta human expressions.
Bone to Vertex Threshold Maximum distance at which a bone is deemed to be compatible with a vertex.
Bone to Bone Threshold Maximum distance at which a bone is deemed to be compatible with another bone.
Max Distance To Surface Maximum distance to surface
Use Vertex Weights Whether to use vertex weights when available
Preserve Relative Bone Transforms Whether to preserve relative bone transformations.
Vertex Sample Size Nearest Vertex Sample Size used to reposition the bones.
Advanced Bone Fitting

Advanced Bone Fitting is using Dem Bones and its purpose solely intended to create bonesnapshots from facial expressions morph targets.

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Classic › Editor › Advanced Operations › Poser › Morph Targets

Update from Pose

Morph Targets can be updated from the current Pose in Poser.

This means that if the bones changed, by Updating from Pose the deltas in Morph Target will only contain the deltas between the Pose in Poser and the final Morph Target shape.

Classic › Editor › Advanced Operations › Poser › Morph Targets

To OBJ Files

Morph Targets can be exported to OBJ files from Poser

To do so, select the Morph Target and click on To OBJ Files or right click the list and select the same.

A new dialog window will open.

In this dialog window, users will be able to select a prefix and suffix for the OBJ files, append additional meshes and also weld the OBJ file.

Classic › Editor › Advanced Operations › Poser

Correctives

The Poser allows users to create corrective Morph Targets. 

Corrective Morph Targets hold deltas between Base Pose and Current Pose.

In order to set a Base Pose users have to navigate to Tools menu and select Set Current Pose as Base.

To reset the Base Pose select Clear Base Pose.

Clicking on Create Morph Target or Create Reverse Morph Target will create the corrective Morph Target.

Classic › Editor › Advanced Operations › Poser

Bone Editor

Bone Editor in Poser allows users to modify bone transforms and pivots.

Bone Editor allows Symmetry and a lot of additional customization that can improve the experience.

Holding Left Ctrl while clicking a bone will toggle its selection status. Users can select multiple bones at once.

Clicking on no bone will deselect all bones.

Bone editor supports Bone Symmetry and can be enabled by enabling the Symmetry Checkbox

Bonesnapshots are another important component of Bone Editor and users are allowed to Load and Save Bonesnapshots that will hold the skeleton transformation.

Classic › Editor › Advanced Operations › Poser › Bone Editor

Symmetry

The Poser in Mesh Morpher allows users to have transform symmetric bones.

Options Description
Use Symmetric Bones Whether to enable or disable bone Symmetry
Mirror Rotation Whether transforming a symmetric bone uses symmetric rotation
Symmetry Axis Symmetry axis used for symmetric bone transformation

Classic › Editor › Advanced Operations › Poser › Bone Editor

Pivot

The Poser in Mesh Morpher allows Pivot editing.

Options Description
Enable Pivot Editor Enabling Pivot Editor allows users to transform bones without affecting Mesh Data. Disabling the Pivot Editor will bake the changes to the skeletal mesh.
Update Children Whether changing the transform of a Pivot Bone updates its children bones.

Classic › Editor › Advanced Operations › Poser › Bone Editor

Draw

Mesh Morpher allows users to customize the way bones are drawn in the viewport.

Options Descriptions
Draw Bones Whether to draw Bones in viewport
Draw Full Bones Whether to draw Full Bones in viewport
Bone Thickness Bone Indicator Thickness
Bone Indicator Size Bone Indicator Size
Scale Bone Indicator to Bone Size Whether to scale Bone Indicator based on the Bone size
Deselected Bone Color Color used to draw deselected bones
Selected Bone Color Color used to draw selected bones

Classic › Editor › Advanced Operations › Poser › Bone Editor

Bone Scale and Animation Retargeting

When working with Animation or control rigs(modular rigs as well) the engine in general doesn't play well with scaled bones.

To overcome this users should bake with Remove Scaling enabled

The above options works only for bones above root in the skeleton hierarchy.
For root bone(or any other bone) scaling can be removed manually.
After scaling, disable Update Children option in Bone Options side panel and set back the scale to 1.(don't forget to re-enable Update Children after you've completed this step).

Here's a video going through the process.

Classic › Editor › Advanced Operations › Poser › Bone Editor

Lock Bones

Lock the selected bones. Locked Bones always preserve their original transformation when using Transform Gizmo to edit skeleton.

Lock the selected bones. Locked Bones always preserve their original transformation when using Transform Gizmo to edit skeleton.

Classic › Editor › Advanced Operations › Poser › Bone Editor

Unlock Bones

Unlock the selected bones. Locked Bones now being unlocked can be edited using Transform Gizmo.

Unlock the selected bones. Locked Bones now being unlocked can be edited using Transform Gizmo.

Classic › Editor › Advanced Operations › Poser

Bone Snapshots

Bone snapshots are a snapshot of all bones in a skeletal mesh that hold the required data to be loaded at runtime or in editor.

Bonesnapshot menu

Options Description
Asset Picker Allows users to load a bonesnapshot or an animation sequence
Reset Resets the current pose to the Default neutral pose
Save Save a pose to the current bonesnapshot. If a bonesnapshot is not loaded it asks for a new bonesnapshot location
Save As... Save the current pose as a new bonesnapshot
Add Axis Rotation Manually add rotation in degrees on the selected axis. Allows users to rotate manually with increased precision
To Sequence.. Save current Pose as an animation sequence