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Mesh Morpher documentation

Importers

8 pages · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/importers

Studio and Graph

Importers

  • Load File Mesh: Reads a mesh off disk: FBX, OBJ, GLB, glTF, STL or PLY. Textures the file points at come in with it.
  • Load Skeletal Mesh: Brings a Skeletal Mesh asset from your project into the graph, bones and skin weights included.
  • Load Static Mesh: A Static Mesh asset out of your project, ready to edit. No bones come with it, so a rigged character wants Load Skeletal Mesh instead.
  • Load Animation Sequence: Pick an Animation Sequence out of the project and its keyframes land on the Animation output, copied into the graph so the graph keeps working without the asset around.
  • Load Geometry Cache: Pulls a Geometry Cache asset out of the project so the graph can read its frames.
  • Load Alembic File: Opens an Alembic (.abc) cache from disk. Frames are read as you ask for them, so a long cache never has to sit in memory all at once.
  • Load USD File: Opens a USD file (.usd, .usda or .usdc) and streams its frames in. You can point it at one branch of a big scene instead of pulling in the lot.

Studio and Graph › Importers

Load File Mesh

Available in Mesh Morpher Graph and Mesh Morpher Studio.

Load File Mesh node

The Load File Mesh node

How to use it

  1. 1

    Set the file path and import settings on the node's details panel

  2. 2

    Downstream consumers (sculpt / repair / exporter) read that struct

Pins

Pin Type Description
Mesh Mesh The mesh read out of the file, triangulated, with its material slots and textures attached.

Settings

Setting Type Description
File File path Path to the FBX File.
Use T0 Pose True/False T0 Pose
Coordinate System Choice
Front Axis Choice
Up Axis Choice
OBJ Sections From Choice OBJ only. Which statements split the file into material sections. OBJ marks materials with usemtl, so parts that reuse one material — or name none — would otherwise arrive merged into a single section; the o and g statements are what carry the real structure. Pick Groups for ZBrush polygroups, Material Only for strict OBJ behaviour.

Studio and Graph › Importers

Load Skeletal Mesh

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.

Load Skeletal Mesh node

The Load Skeletal Mesh node

When to use it

The skeletal half of Load Static Mesh, editor only for the same reason. It brings a project Skeletal Mesh in with its bones and skin weights attached, which is what Pose Mesh, Paint Skin Weights and every skeleton node need before they will do anything at all.

How to use it

  1. 1

    Pick a skeletal mesh asset

  2. 2

    Set LOD index / import-vs-render data

  3. 3

    Output is the mesh with skeleton data

Pins

Pin Type Description
Mesh Mesh The asset's mesh, with its bones and skin weights, and a note of where it came from so Bake Mesh can write back.

Settings

Setting Type Description
Skeletal Mesh Asset The skeletal mesh to load. Its asset path travels with the mesh, so Bake Mesh can write your edits back into this same asset later.
Use Import Data True/False Reads the geometry the asset was imported with instead of the built render mesh. Leave it on: the render mesh has been split apart at every UV and hard-normal seam, so it carries more vertices than the source, and it only reads at all if the asset has Allow CPU Access ticked.
LOD Index Whole number Which LOD to read. Ask for one the asset does not have and the node stops with an error and sends nothing on.

Available in Mesh Morpher Graph only. Compare the products.

Studio and Graph › Importers

Load Static Mesh

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.

Load Static Mesh node

The Load Static Mesh node

When to use it

Editor only. Pulls a Static Mesh that is already in your project into the graph as an ordinary mesh wire. Nothing gets decoded again, and the asset path travels along with the mesh, so Bake Mesh can write your edits back into that same asset later.

Use Import Data decides how the round trip ends. On, you get the original imported geometry, which is what a bake needs. Off, you get the built render data for the LOD you picked, already welded and optimised, which is what the engine actually draws.

Pick the wrong one and a later Bake Mesh either fails to line up or quietly stamps render-time geometry into your source asset.

How to use it

  1. 1

    Pick a static mesh asset

  2. 2

    Set LOD index / import-vs-render data

  3. 3

    Output is the mesh data

Pins

Pin Type Description
Mesh Mesh The asset's mesh, with a note of where it came from so Bake Mesh can write back.

Settings

Setting Type Description
Static Mesh Asset The static mesh to load. Its asset path travels with the mesh, so Bake Mesh can write your edits back into this same asset later.
Use Import Data True/False Reads the geometry the asset was imported with instead of the built render mesh. Leave it on: the render mesh has been split apart at every UV and hard-normal seam, so it carries more vertices than the source, and it only reads at all if the asset has Allow CPU Access ticked.
LOD Index Whole number Which LOD to read. Ask for one the asset does not have and the node stops with an error and sends nothing on.

Available in Mesh Morpher Graph only. Compare the products.

Studio and Graph › Importers

Load Animation Sequence

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.

Load Animation Sequence node

The Load Animation Sequence node

Editor-only authoring node that picks a project Animation Sequence asset.

Additive sequences are not supported.

  1. 1

    Pick an animation sequence asset in the details panel

  2. 2

    Wire the Animation output into Apply Animation Frame or Delta Mush Animation Corrective

Pins

Pin Type Description
Animation Animation The keyframes, plus a reference back to the asset for Delta Mush Animation Corrective.

Settings

Setting Type Description
Anim Sequence Asset The Animation Sequence to read. Pick an additive one and the node tells you it cannot use it.

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

Available in Mesh Morpher Graph only. Compare the products.

Studio and Graph › Importers

Load Geometry Cache

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.

Load Geometry Cache node

The Load Geometry Cache node

When to use it

Reads a Geometry Cache asset already in your project as a streaming pin. This is the project-asset counterpart to Load Alembic File and Load USD File, and its frames arrive already oriented for MeshMorpher, so there is nothing to convert.

How to use it

  1. 1

    Pick a geometry cache asset

  2. 2

    Wire the StreamingCache output onward

    Into Geometry Cache Sculpt, Get Streaming Geometry Cache Frame, or an export node.

Pins

Pin Type Description
StreamingCache Streaming Geometry Cache The asset's frames, ready for the sculpt, frame and export nodes.

Settings

Setting Type Description
Geometry Cache Asset The Geometry Cache asset to read. Frames come in already oriented for MeshMorpher, so there is nothing to convert.

Available in Mesh Morpher Graph only. Compare the products.

Studio and Graph › Importers

Load Alembic File

The way an animated cache from Maya, Houdini or 3ds Max gets into a graph. It streams: frames come off disk as something downstream asks for them, so a thousand-frame cache costs about what one fra...

Load Alembic File node

The Load Alembic File node

When to use it

The way an animated cache from Maya, Houdini or 3ds Max gets into a graph. It streams: frames come off disk as something downstream asks for them, so a thousand-frame cache costs about what one frame costs.

There is no Load button. Pick a file and it reads, and it reads again the moment you change any setting below, so getting the orientation right is a matter of nudging Preset or Rotation and looking at the result.

The conversion settings stay on show whether or not a file is picked, so you can set the package preset up front and then browse.

Pins

Pin Type Description
StreamingCache Streaming Geometry Cache The animated cache read from the .abc file, one frame at a time.

Settings

Setting Type Description
Source File File path The .abc file to read. Pick one and the load runs straight away, and it runs again every time you change a setting below.
Preset Choice Which package wrote the cache. Maya and 3ds Max fill in the Scale and Rotation those apps need. Touch either of those by hand and this flips to Custom.
Scale Vector Scale applied to every vertex as the cache is read. The default (1, -1, 1) only flips handedness, it does not resize anything.
Rotation Vector Rotation in degrees applied to every vertex as the cache is read. The 90 on X is what stands a Y-up Maya cache upright. Get it wrong and the character arrives lying on its face.
Flip U True/False Mirrors the U coordinate. Turn it on if textures arrive reversed left to right.
Flip V True/False Mirrors the V coordinate. On by default, which is what Maya and most Alembic caches expect. Switch it off and textures land upside down.

Studio and Graph › Importers

Load USD File

The USD counterpart to Load Alembic File. It streams a stage's frames in as something downstream asks for them, so scene length costs you nothing up front.

Load USD File node

The Load USD File node

When to use it

The USD counterpart to Load Alembic File. It streams a stage's frames in as something downstream asks for them, so scene length costs you nothing up front.

What it adds over the Alembic loader is Prim Filter Path and the purpose switches. A production stage carries far more than the one character you want, in several detail levels at once, and those settings are how you take the branch you need and leave the rest on disk.

There is no Load button. Pick a file and it reads, and it reads again the moment you change any setting below.

The stage's own up-axis and metersPerUnit are both ignored. Rotation is the only thing standing a Y-up scene upright, and a scene authored in metres arrives a hundred times too small until you scale it here.

Pins

Pin Type Description
StreamingCache Streaming Geometry Cache The animated cache read from the USD stage, one frame at a time.

Settings

Setting Type Description
Source File File path The USD file to read. Pick one and the load runs straight away, and it runs again every time you change a setting below.
Preset Choice Which package wrote the file. Maya and 3ds Max fill in the Scale and Rotation those apps need. Touch either of those by hand and this flips to Custom.
Scale Vector Scale applied to every vertex as the stage is read. The default (1, -1, 1) only flips handedness, it does not resize anything. The stage's own metersPerUnit is ignored, so a scene authored in metres arrives a hundred times too small until you scale it here.
Rotation Vector Rotation in degrees applied to every vertex as the stage is read. The stage's own up-axis is ignored, so this is the only thing standing a Y-up scene upright.
Flip U True/False Mirrors the U coordinate. Turn it on if textures arrive reversed left to right.
Flip V True/False Mirrors the V coordinate. On by default. Switch it off and textures land upside down.
Prim Filter Path Text Read only one branch of the stage, by prim path (something like /Root/Characters/Hero). Leave it empty for the whole stage. On a big scene this is the difference between opening in a second and waiting on the whole thing.
Include Default Purpose True/False Include geometry that carries no purpose tag. This is where most hand-authored meshes live, so leaving it off usually gets you nothing.
Include Render Purpose True/False Include geometry tagged as render. That is the high-detail version meant for final frames.
Include Proxy Purpose True/False Include geometry tagged as proxy: the cheap stand-in a scene uses for fast playback. Turning this on alongside render usually gets you two copies of the same character sitting inside each other.
Include Guide Purpose True/False Include geometry tagged as guide: rig visualisers, motion paths and other things nobody wants in a sculpt.