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Mesh Morpher documentation

Apply Animation Frame

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/animation/apply-animation-frame

Studio and Graph › Animation

Apply Animation Frame

Samples an animation at one moment, in seconds, and hands you the mesh deformed into that pose. From there it is an ordinary mesh: measure it, sculpt on it, bake it, compare it against another pose.

Apply Animation Frame node

The Apply Animation Frame node

When to use it

Samples an animation at one moment, in seconds, and hands you the mesh deformed into that pose. From there it is an ordinary mesh: measure it, sculpt on it, bake it, compare it against another pose.

Pins

Pin Type Description
Mesh Mesh The mesh to pose. It needs bones and skin weights on it already - a skeletal import, an auto-rig, or Transfer Weights.
Animation Animation The animation to sample. Its bone names have to match the mesh's, or nothing moves.
Pin Type Description
Mesh Mesh The mesh, posed at Time.

Settings

Setting Type Description
Time Number Where in the animation to sample, in seconds. Past the end it holds on the last frame, unless Looping is on.
Looping True/False Wrap Time back round to the start once it runs past the end, instead of sticking on the last frame.
Use Dual Quaternion Skinning True/False Dual quaternion skinning instead of linear blend. Keeps volume on a twisted forearm or wrist, where linear blend pinches the mesh into a candy wrapper.
Recompute Normals True/False Rebuild the normals after posing. Turn it off and the shading stays keyed to the rest pose, so the lighting slides around over the deformed surface.

Learn more

Delta Mush in Mesh Morpher GraphRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/delta-mush-in-mesh-morpher-graph
ML Deformer and MetaHuman facial expressionsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/ml-deformer-and-meta-human-facial-expressions