Write OBJ: Writes the mesh out as an OBJ with a matching .mtl beside it. It can pair the triangles back into quads on the way out.
Write DNA: Saves the incoming MetaHuman DNA out to a .dna file, for backup or for handing to another character.
Export To Skeletal Mesh: Makes a new Skeletal Mesh asset in your project from the incoming mesh. Hand it no skeleton and it builds one from the mesh's own bones.
Export DNA To Skeletal Mesh: Turns MetaHuman DNA into a Skeletal Mesh asset with its joints, skin weights, morph targets and physics set up. Needs the MetaHuman Character plugin enabled in the project.
Bake Mesh: Writes your edits back into the asset the mesh came from, along with its skeleton, DNA, other LODs and bound grooms. The mesh has to have come in through Load Skeletal Mesh or Load Static Mesh.
Write FBX: Saves the incoming mesh as an FBX. Its textures land in a folder next to the file and get wired into the materials, so move the FBX and you have to take that folder with it.
Write GLB: Packs the mesh, its bones and its base colour textures into one .glb you can hand straight to a web or realtime viewer. Normal and roughness maps do not make the trip.
Export Geometry Cache to Alembic: Writes an animated cache out to an .abc file one frame at a time, so a long cache costs no more memory than a short one.
Export Geometry Cache to USD: Sends an animated cache to a USD file, a frame at a time. Save as .usdc for the compact binary, .usda if you want to be able to open it in a text editor.
Export to Geometry Cache: Bakes an animated cache, sculpt included, into a Geometry Cache asset in your project. The vertex count has to hold steady across every frame.
Export to Texture Asset: Saves the texture on its input pin into a real project asset, so a map you baked here survives after you close the app.
Write Alembic: Writes one still shape to an .abc with every UV set, which is what a modelling handoff to Maya, Houdini or ZBrush wants. For a moving sequence use Export Geometry Cache to Alembic instead.
Write IMG: Writes the connected texture out as an image file. You pick the location and the format each time.
Write PLY: Binary PLY carrying positions, normals and vertex colours. This is the format scanning and point-cloud tools trade in.
Write STL: Shape only, in the binary STL that 3D printers and CAD tools read. UVs, colours, materials and skeleton all get dropped on the way out.
Write USD: Writes one still shape to a USD file with every UV set, its vertex colours and shaded materials. For a moving sequence use Export Geometry Cache to USD instead.
Save Animation Sequence: Writes the Animation pin's bone keys into a live Animation Sequence asset - the pin only ever caches edits, this is what materializes them. Editor only.
Write Animation FBX: Saves the incoming animation's skeleton and its bone keyframes as an FBX - including any in-graph pose edits already baked into the wire.
Studio and Graph › Exporters
Write OBJ
OBJ out, optionally with a sibling MTL, and with quads preserved if the mesh has them.
The Write OBJ node
When to use it
OBJ out, optionally with a sibling MTL, and with quads preserved if the mesh has them.
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to save. An OBJ has no room for a skeleton, so bones and skin weights get dropped.
Settings
Setting
Type
Description
Scale
Number
Multiplies every vertex position on the way out. OBJ records no units at all, so these numbers are the only thing the receiving app has to go on.
Colored Materials
True/False
Writes a matching .mtl next to the OBJ, one entry per material slot, each with its own flat colour so the sections are easy to tell apart. No textures go in it. Turn it off and the OBJ arrives with no material references at all.
Vertex Colors
Choice
What goes into the per-vertex colour columns: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing. Alpha is dropped either way, since OBJ has nowhere to put it.
Setting
Type
Description
Quad Export
True/False
Pairs triangles back up into quads before writing, so the file opens in Maya or Blender as a quad mesh instead of a triangle soup. Adds time on a dense mesh.
Respect UV Seams
True/False
Stops a quad being formed across a UV seam, so islands are not stitched shut by the quad pass.
Respect Hard Normals
True/False
Stops a quad being formed across a hard edge, so creases stay crisp.
Quad Metric Clamp
Number
How far off square a pair of triangles can be and still be merged, 0 to 1. At 1 almost every pair qualifies. Pull it down and only clean, flat, near-square pairs turn into quads, leaving everything else as triangles.
Quad Adjacency Weight
Number
How much a candidate quad is favoured for sitting next to quads already made. Raise it to get long continuous runs of quads; drop it to 0 and the finder picks the best pairs wherever they are, so quads end up scattered through leftover triangles.
Quad Search Rounds
Whole number
How many passes the quad finder makes. Each extra pass sweeps up triangles the one before it left behind, and costs time.
Saves the upstream DNA payload to a .dna file on disk. Snapshot a DNA partway through a chain, hand one to another tool, or keep a backup before a Bake DNA Geometry.
The Write DNA node
When to use it
Saves the upstream DNA payload to a .dna file on disk. Snapshot a DNA partway through a chain, hand one to another tool, or keep a backup before a Bake DNA Geometry.
It writes what is on the wire and nothing else. If the DNA needed fixing, that had to happen upstream; this node has no opinion about the contents.
Put a Validate DNA just before it when the file is going to someone else.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
The Export To Skeletal Mesh node
When to use it
A new Skeletal Mesh asset out of a mesh that carries bone attributes, plus a skeleton asset too if you do not supply one.
For a rig built inside the graph by Auto-Rig, Skeleton Edit or Auto-Skin, with no source asset to bake back into, this is the way out. When there is a source asset, use Bake Mesh.
The input has to actually have bones and weights. A static mesh gets refused rather than given a default skeleton.
How to use it
1
Connect a mesh with bone data
2
Optionally set a skeleton in the settings
3
Click Export and choose the asset path
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to turn into an asset. It has to carry bones already, or the export refuses it.
Settings
Setting
Type
Description
Skeleton
Asset
The skeleton the new asset binds to. Leave it empty and one gets built from the mesh's own bones and saved alongside. Pick one and its bones have to line up with the mesh exactly, same count, same names, same parents, or the export stops and tells you which bone disagreed.
Screen Size
Per Platform Float
How much of the screen the mesh has to fill before this LOD is used. Only one LOD gets made here, so this rarely matters.
LOD Hysteresis
Number
Slack around the LOD switch so the mesh does not flicker between levels when the camera sits right on the boundary.
Build Settings
Settings
The usual skeletal-mesh build options: normals, tangents, UV handling and the rest. Same set you would find on the asset itself.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
The Export DNA To Skeletal Mesh node
When to use it
Turns a DNA into a fully set-up MetaHuman Skeletal Mesh asset: joints, base mesh, skin weights, morph targets, plus the archetype's physics, LOD settings and post-process anim blueprint. This is what makes a DNA usable in a level. Editor only.
How to use it
1
Connect DNA data
2
Select export type (Face/Body/Combined)
3
Click Export and choose the asset path
Pins
Pin
Type
Description
DNA
DNA
The DNA to build the asset from.
Settings
Setting
Type
Description
Type
Choice
Whether this DNA is a face, a body, or a Merge DNA node output. Get it wrong and the export reaches for the wrong archetype skeleton (or the wrong skeleton source) and the result is unusable.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
The Bake Mesh node
When to use it
Editor only. Writes the edited geometry back into the project asset it came from, closing a Load Skeletal Mesh or Load Static Mesh round trip. It can take the reference skeleton, the skeleton asset, an attached DNA, re-projected morph targets, higher LODs and bound grooms along with it.
The Mesh input has to originate from one of those loader nodes, because that is where the asset path comes from. A mesh that came from a file import has nowhere to bake to, and the node will say so.
For a new asset instead of overwriting the source, Export Dynamic Mesh To Skeletal Mesh.
Press Bake Mesh. This modifies content on disk, which is why no wire change will ever trigger it.
How to use it
1
Connect the modified mesh, tracing back to an asset loader
2
Choose what the bake should write
3
Click Bake Mesh
Pins
Pin
Type
Description
Mesh
Mesh
The edited mesh. It must trace back to Load Skeletal Mesh or Load Static Mesh, or the bake has no asset to write to.
Settings
Setting
Type
Description
Bake Reference Skeleton
True/False
Writes the mesh's bone hierarchy and rest pose back onto the asset. Turn it off to keep the asset's existing skeleton and change only geometry.
Bake To Skeleton Asset
True/False
Pushes the bone changes into the shared Skeleton asset as well, not just this mesh. Every other mesh on that skeleton feels it, so leave it off unless you meant to change them all.
Bake Mesh Data
True/False
Writes the geometry itself: positions, triangles, UVs, materials. Off means only the skeleton side of the bake happens.
Bake Vertex Colors
True/False
Carries your painted vertex colours into the asset. Off and the build drops the colour channel, so the asset comes back white.
Bake Skin Weights
True/False
Carries your painted skin weights into the asset. Skeletal meshes only.
Bake To DNA Asset (if available)
True/False
Updates the MetaHuman DNA riding along on the asset so the rig keeps up with the new shape. Skipped if you changed the vertex count, since the DNA can no longer be matched up.
Bake Groom Assets (Experimental)
True/False
Also updates grooms bound to this mesh, so hair follows the new surface instead of floating off it. Experimental, and slow on a full head.
Remove Scaling
True/False
Strips scale off every bone, keeping position and rotation. Bones end up at a scale of 1. Reach for it when a rig arrived with baked-in scale that fights animation.
Reapply Morph Targets
True/False
Rebuilds the asset's morph targets against the new shape. Only does anything when you changed the vertex count; if the count still matches, the morphs already line up and are left alone.
Projection Quality
Whole number
How finely the old mesh is subdivided before the morphs are re-read off it. Two or three steps is plenty. Push it higher and the bake slows to a crawl for no visible gain.
Normal Threshold
Number
How far apart two surfaces can face and still be matched during the morph rebuild, as a fraction of half a turn. The 0.5 default allows anything up to a right angle. Lower it when a morph latches onto the wrong side of something thin like an eyelid or a lip. Set it to 0 and the check is off entirely, which is the opposite of strict.
Skip Material Matching
True/False
Lets the morph rebuild match vertices across different material slots. Turn it on when the new mesh has its materials split up differently from the old one.
Apply To LODs
True/False
Pushes your edit down onto the asset's other LODs too. Only runs when the vertex count still matches the original; change the count and every LOD below the one you edited stays on the old shape.
Transfer UVs To LODs
True/False
Copies the base mesh's UVs onto the other LODs as well. It overwrites whatever UV layout each LOD had, and it welds their UV seams shut, so leave it off if the lower LODs were unwrapped on purpose.
Vertex Threshold
Number
How far the LOD projection will search for a matching point on the edited mesh. Too low and parts of the LOD never move. Too high and the change jumps a gap onto the wrong side of a fold, so lips pull into teeth and eyelids stick shut.
Normal Incompatibility Threshold
Number
How different two surfaces can face before the projection treats them as unrelated. It is what stops triangles turning inside out where two surfaces nearly touch.
Smooth Type
Choice
How the projected result gets smoothed. Preserve UV Flow keeps the smoothing from dragging UVs around, which is usually what you want on a textured character.
Smooth Strength
Number
How hard each smoothing pass pulls. Small values here; large ones melt the detail you just projected.
Smooth Iterations
Whole number
How many smoothing passes to run. Zero means none at all, which is the default, so nothing above has any effect until you raise this.
For a handoff to a DCC package where the rig has to survive, FBX is the format and this is the node. It goes out through the bundled FBX SDK.
The Write FBX node
When to use it
For a handoff to a DCC package where the rig has to survive, FBX is the format and this is the node. It goes out through the bundled FBX SDK.
How to use it
1
Connect a mesh to the Mesh input pin
2
Tweak axis / scale / ASCII settings on the details panel
3
Click Write FBX — choose a destination, file is written
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to save. Bones, skin weights, UVs and materials all come through.
Settings
Setting
Type
Description
Coordinate System
Choice
Handedness written into the file's header, so the app opening it knows which way round the mesh is meant to be.
Front Axis
Choice
Which axis the file should call forward.
Up Axis
Choice
Which axis the file should call up. Set it to Y for Maya, leave it on Z for anything coming back into Unreal.
Scale
Number
Multiplies every vertex position on the way out. Leave it at 1 to keep the mesh at the size it is here.
Export As ASCII
True/False
Writes readable text instead of binary. Handy when you need to look inside the file, but it runs about five times bigger.
Vertex Colors
Choice
What goes into the vertex-colour layer: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing.
One self-contained .glb: geometry, materials and textures all embedded. That is what a web viewer or a runtime asset pipeline wants.
The Write GLB node
When to use it
One self-contained .glb: geometry, materials and textures all embedded. That is what a web viewer or a runtime asset pipeline wants.
Against FBX, glTF wins when the destination is an engine or a browser and loses when it is a DCC package.
The writer is hand-rolled and runtime-safe, so this works in the packaged app where editor exporters do not. Press Write Glb.
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to save. Bones, skin weights and the base colour texture ride along with it.
Settings
Setting
Type
Description
Scale
Number
Multiplies every vertex position on the way out. glTF works in metres and MeshMorpher works in centimetres, so the 0.01 default is what makes the mesh open at the right size in a glTF viewer. Set it to 1 and your character shows up a hundred times too big.
Write Material Colours
True/False
Writes one material per slot. A slot that has a base colour texture gets it packed into the .glb. A slot without one gets a flat colour instead, so the sections stay easy to tell apart. Turn this off and the file arrives with no materials at all.
Vertex Colors
Choice
What goes into the vertex-colour channel: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing.
Streams a whole geometry cache out to an .abc file, one frame at a time, so peak memory equals a single frame no matter how long the cache runs.
The Export Geometry Cache to Alembic node
When to use it
Streams a whole geometry cache out to an .abc file, one frame at a time, so peak memory equals a single frame no matter how long the cache runs.
Pins
Pin
Type
Description
StreamingCache
Streaming Geometry Cache
The animated cache to write out, sculpt and all.
Settings
Setting
Type
Description
Mesh Name
Text
Meant to name the mesh inside the .abc. The cache writer never reads it, so typing here changes nothing about the file you get.
Flatten
True/False
Writes the whole cache as one mesh, with a face set marking out each material slot. That is the smaller, faster-reading file. Turn it off and you get a separate mesh per material section instead, which some older pipelines still want.
Start Frame
Whole number
First frame to write. Clamped to what the source actually has.
End Frame
Whole number
Last frame to write, counted in. Leave it at -1 to run through to the end of the source.
Rotation
Vector
Turns every frame as it is written, in degrees. The default quarter-turn is what takes MeshMorpher's Z-up over to the Y-up that Maya and Houdini expect. Zero it out and the cache opens lying on its back.
Scale
Vector
Scale applied along with the rotation. One negative component flips handedness, which is what the -1 on Y is there for.
Flip Mesh
True/False
Reverses triangle winding on the way out. Keep it on whenever Scale flips handedness, or the cache opens inside out with every surface facing away from you.
Invert Normals
True/False
Flips the normals as they are written. Reach for this only if the surface still shades inside out once winding and scale are sorted.
Use Custom Frame Rate
True/False
Sets the playback rate yourself instead of taking the one the source reports.
Custom Frame Rate
Number
Frames per second stamped on the file. Every frame in the range still gets written, so a lower number here plays the same animation slower rather than dropping anything.
Write Velocities
True/False
Writes how far each vertex moves between frames, which is what a renderer needs to produce motion blur.
The USD side of Export Geometry Cache to Alembic. A deforming cache streamed out to a USD file, one frame at a time.
The Export Geometry Cache to USD node
When to use it
The USD side of Export Geometry Cache to Alembic. A deforming cache streamed out to a USD file, one frame at a time.
Prim Path is now written exactly as you type it, defaulting to /mesh. Older exports from this node ignored the setting and always wrote /sculpted_cache. A pipeline still looking for that old path needs pointing at /mesh, or set Prim Path back to /sculpted_cache.
Pins
Pin
Type
Description
StreamingCache
Streaming Geometry Cache
The animated cache to write out, sculpt and all.
Settings
Setting
Type
Description
Prim Path
Text
Where the mesh sits inside the file, as a path.
Flatten
True/False
Writes the whole cache as one mesh, with each material slot marked out as a subset. That is the smaller, faster-reading file. Turn it off and you get a separate mesh per material section instead.
Start Frame
Whole number
First frame to write. Clamped to what the source actually has.
End Frame
Whole number
Last frame to write, counted in. Leave it at -1 to run through to the end of the source.
Rotation
Vector
Turns every frame as it is written, in degrees. The default quarter-turn takes MeshMorpher's Z-up over to Y-up, which is what the file declares itself to be. Zero it out and the cache opens lying on its back.
Scale
Vector
Scale applied along with the rotation. One negative component flips handedness, which is what the -1 on Y is there for.
Flip Mesh
True/False
Reverses triangle winding on the way out. Off by default here, unlike the Alembic export, because USD reads the corner normals differently.
Invert Normals
True/False
Flips the normals as they are written. The stock combination of Y-up, the -1 scale and the winding setting already comes out right, so leave this off unless you have changed those and the surface shades inside out.
Use Custom Frame Rate
True/False
Sets the playback rate yourself instead of taking the one the source reports.
Custom Frame Rate
Number
Frames per second stamped on the file. Every frame in the range still gets written, so a lower number here plays the same animation slower rather than dropping anything.
Write Velocities
True/False
Writes how far each vertex moves between frames, which is what a renderer needs to produce motion blur.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
The Export to Geometry Cache node
When to use it
Editor only. Bakes a streaming cache, with whatever sculpt or morph deltas are already riding on the pin, into a Geometry Cache asset in your project. Point it at an existing asset to replace its tracks in place, or leave the target empty and it asks where to put a new one.
This is the in-project counterpart to the Alembic and USD exports: those write a loose file for another application, this one leaves you an asset you can drop straight into a level or a sequence.
Constant topology only. Every frame has to carry the same vertex count, because that is what the engine's geometry-cache format stores. A cache whose topology changes between frames has to go out through Export to Alembic or Export to USD instead.
Pins
Pin
Type
Description
StreamingCache
Streaming Geometry Cache
The animated cache to bake, sculpt and all.
Settings
Setting
Type
Description
Target Cache
Asset
The asset to overwrite. Leave it empty and you get asked where to put a new one.
Start Frame
Whole number
First frame to bake. Clamped to what the source actually has.
End Frame
Whole number
Last frame to bake, counted in. Leave it at -1 to run through to the end of the source.
Use Custom Frame Rate
True/False
Sets the playback rate yourself instead of taking the one the source reports.
Custom Frame Rate
Number
Frames per second the baked asset plays at. Every frame in the range still gets written, so a lower number plays the same animation slower rather than dropping anything.
Position Precision
Number
How finely vertex positions are stored, in centimetres. Smaller keeps more detail and makes a bigger asset. Push it up on a face and small motion like an eyelid or a lip corner starts to stair-step.
Texture Coordinates Number Of Bits
Whole number
How finely UVs are stored. Fewer bits shrinks the asset and makes textures creep as the cache plays.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
The Export to Texture Asset node
When to use it
Saves the incoming texture into a project texture asset, either a new one at a path you pick or an existing one overwritten in place.
Every texture made inside the graph is transient and dies with the session: Load Texture, Transfer Texture, Tension Map. This is how one becomes real content that works outside the graph. For a loose file on disk instead, use Write Image.
Overwriting in place keeps every material reference to the asset intact, which is why it exists as an option rather than always creating something new.
Pins
Pin
Type
Description
Texture
Asset
The texture to save. Anything a texture pin carries works, including maps baked in this graph.
Settings
Setting
Type
Description
Target Texture
Asset
Asset to overwrite. Leave it empty and you get asked where to put a new one.
A single-sample poly mesh in an .abc archive, with every UV set. Alembic is at its best as a modelling handoff to Maya, Houdini or ZBrush.
The Write Alembic node
When to use it
A single-sample poly mesh in an .abc archive, with every UV set. Alembic is at its best as a modelling handoff to Maya, Houdini or ZBrush.
This is the static-asset counterpart to Export Geometry Cache to Alembic: that node bakes a deforming sequence, this one writes one shape.
There is no skeleton in an Alembic file, so a rigged character has to go out as FBX.
How to use it
1
Connect a mesh to the Mesh input pin
2
Tweak the axis and scale settings
3
Click Write Alembic and choose a destination
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to save. Alembic keeps the shape, normals and UVs, but has nowhere to put vertex colours or materials.
Settings
Setting
Type
Description
Scale
Number
Multiplies every vertex position on the way out. Alembic records no units anywhere in the file, so these numbers are the whole story: the 0.01 default turns MeshMorpher's centimetres into the metres Houdini and Blender expect. Leave it at 1 and the mesh lands a hundred times too big in those - though Maya itself works in centimetres, so a Maya-only round trip may want 1. Set it to 1 for a file you intend to load back into MeshMorpher, which reads the numbers as they are.
Y Up
True/False
Stands the mesh up Y-up, the way most other packages want it, instead of the Z-up MeshMorpher works in. Either way the shape is preserved, not mirrored, and Load Alembic File brings it back exactly as it left.
Flip Winding
True/False
Reverses triangle winding, which is what keeps the surface facing outward once the axes have been converted. Leave it on: switch it off and the mesh opens inside out, and Alembic has nowhere to record that you meant it.
Flip V
True/False
Flips V so UVs sit the way Maya reads them. Get it wrong and textures come out upside down.
Write All UV Sets
True/False
Writes every UV set, not just the first. The extras come through named uv1, uv2 and so on.
Mesh Name
Text
What the mesh is called once it is inside the file.
Pops a save dialog and writes the connected texture to disk. The format follows the extension you type: PNG, JPEG, BMP, EXR.
The Write IMG node
When to use it
Pops a save dialog and writes the connected texture to disk. The format follows the extension you type: PNG, JPEG, BMP, EXR.
Getting a generated map out of the app as a file is what it is for: a bake, a projection, a tension map, a UV layout. If the image should become persistent project content instead, use Export to Texture Asset.
Nothing is remembered between runs. Every press asks for the destination again, which is deliberate: it can never quietly overwrite the file you picked last week.
Binary little-endian PLY, the scan pipeline's interchange format. Positions, per-vertex normals, and per-vertex colours when the mesh has them.
The Write PLY node
When to use it
Binary little-endian PLY, the scan pipeline's interchange format. Positions, per-vertex normals, and per-vertex colours when the mesh has them.
Colour is the reason to pick PLY over OBJ or STL. It is the simplest format that round-trips vertex colour, which is how photogrammetry albedo travels before it becomes a texture.
No UVs, no materials, no skeleton.
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to save. Positions, normals and vertex colours go out; UVs and materials do not.
Settings
Setting
Type
Description
Vertex Colors
Choice
What goes into the per-vertex colour block: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing.
Geometry only. No UVs, colours, materials or skeleton, and no vertex sharing either, so the file comes out large and the mesh arrives as loose triangles. If the destination is not a printer or a CAD tool, Write OBJ, Write PLY or Write GLB will serve you better.
Make the mesh watertight first: Weld, Fill Holes, and a look at Mesh Health. A printer will reject the boundary edges this format cannot even describe.
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to save. Only its shape survives the trip.
Settings
Setting
Type
Description
Vertex Colors
Choice
What goes into the per-vertex colour block: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing.
A static USD layer with every UV set, vertex colours and UsdPreviewSurface materials, which is what a USD-native pipeline expects to receive for a prop or a character.
The Write USD node
When to use it
A static USD layer with every UV set, vertex colours and UsdPreviewSurface materials, which is what a USD-native pipeline expects to receive for a prop or a character.
One shape is all this writes. A deforming sequence out of a streaming cache goes through Export Geometry Cache to USD instead.
Pick the extension deliberately. .usdc is compact binary, .usda is readable text and enormous, .usd lets the toolchain decide.
How to use it
1
Connect a mesh to the Mesh input pin
2
Tweak the axis, scale and material settings
3
Click Write USD and choose a destination
Pins
Pin
Type
Description
Mesh
Mesh
The mesh to save. UVs, vertex colours and materials come through, but not bones.
Settings
Setting
Type
Description
Scale
Number
Multiplies every vertex position on the way out. It does not change what unit the file says it is in, which is what Unit Scale below is for.
Unit Scale (Meters Per Unit)
Number
What one unit in the file means, in metres. The 0.01 default means the positions leave as centimetres and the file says so, which is exact and needs no arithmetic. For a metres-based file set this to 1.0 and Scale to 0.01: change one without the other and the mesh lands a hundred times off.
Flip V
True/False
Flips V so UVs sit the way USD and Maya read them. Get it wrong and textures come out upside down.
Write All UV Sets
True/False
Writes every UV set, not just the first. The extras come through named st1, st2 and so on.
Write Normals
True/False
Writes normals per face corner, so hard edges stay hard. Turn it off and the receiving app smooths everything and your creases go soft.
Vertex Colors
Choice
What goes into the display-colour channel: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing.
Prim Path
Text
Where the mesh sits inside the file, as a path. The first part of it becomes the root that other apps open the file at.
Setting
Type
Description
Y Up
True/False
Stands the mesh up Y-up, the way most other packages want it, instead of the Z-up MeshMorpher works in. Either way the shape is preserved, not mirrored, and Load USD File brings it back exactly as it left.
Flip Winding
True/False
Reverses triangle winding, which is what keeps the surface facing outward once the axes have been converted. Leave it on. Switch it off and the file records that choice honestly, so the mesh still shades the right way out, but nothing is gained by it.
Setting
Type
Description
Write Materials
True/False
Writes a material per section and binds it to the right faces. Turn it off and the mesh arrives with no shading at all.
Write Textures
True/False
Writes the mesh's images into a folder next to the file and points the materials at them. Nothing is packed inside the file itself, so move the file on its own and every material comes up untextured.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.
The Save Animation Sequence node
When to use it
Writes the bone keys on an Animation pin into a live Animation Sequence asset. Editor only. This is the materialize step for Pose Animation Sequence, whose Accept only ever caches the edit on the wire.
How to use it
1
Wire the Animation pin
2
Leave Target Sequence empty to write back into the sequence the animation came from (or create one), or pick a specific asset
3
Click Save Animation Sequence
Pins
Pin
Type
Description
Animation
Animation
The animation to write. Its bone keys are what gets saved - float curves are not part of this pin, so a brand-new asset never gets any.
Settings
Setting
Type
Description
Target Sequence
Asset
The Animation Sequence asset to write into. Leave empty to write back into the sequence the animation came from, or into a new asset when there is none.
Skeleton For New Asset
Asset
Skeleton asset a new sequence is created against. Only needed when the animation did not come from a project asset (an FBX import, say) - otherwise the source sequence's own skeleton is used.
Write FBX exports a mesh. This exports the animation instead - the skeleton plus its bone keyframes, read straight off the Animation wire, so whatever a Pose Animation Sequence node baked into thos...
The Write Animation FBX node
When to use it
Write FBX exports a mesh. This exports the animation instead - the skeleton plus its bone keyframes, read straight off the Animation wire, so whatever a Pose Animation Sequence node baked into those keyframes upstream comes along with it. Use this when the take itself is the deliverable; use Write FBX when you need geometry.
There is no file-path pin - the Write FBX button pops the save dialog itself, same as the mesh exporter.
An empty or invalid Animation input fails with a node error before any dialog appears. Float curves - morph target weights and the like - are not part of the animation wire, so they never reach this file; only bone transforms do.
How to use it
1
Connect an animation to the Animation input pin
2
Tweak axis / scale / ASCII settings on the details panel
3
Click Write FBX — choose a destination, file is written
Pins
Pin
Type
Description
Animation
Animation
The animation to save. Its skeleton and bone keyframes come through, including any in-graph pose edits.
Settings
Setting
Type
Description
Coordinate System
Choice
Handedness written into the file's header, so the app opening it knows which way round the skeleton is meant to be.
Front Axis
Choice
Which axis the file should call forward.
Up Axis
Choice
Which axis the file should call up. Set it to Y for Maya, leave it on Z for anything coming back into Unreal.
Scale
Number
Multiplies every bone translation on the way out. Leave it at 1 to keep the skeleton at the size it is here.
Export As ASCII
True/False
Writes readable text instead of binary. Handy when you need to look inside the file, but it runs about five times bigger.