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Mesh Morpher documentation

Morph Targets

6 pages · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/morph-targets

Studio and Graph

Morph Targets

  • Create Morph Target: Records what moved between a base mesh and a sculpted copy of it, and stores that as a named morph target (blendshape / blend shape) riding on the Mesh output.
  • Load Morph Target: Dials one of the mesh's morph targets (blendshapes / blend shapes) in at a weight, and in the editor it finds the ones stored on a Skeletal Mesh asset too.
  • Transfer Morph Targets: Copies morph targets (blendshapes / blend shapes) off one mesh onto another built from completely different geometry.
  • List Morph Targets: Tells you which morph targets a mesh is carrying. A mesh holding fifty of them looks exactly like a mesh holding none, so the names and the count come out as pins and get printed on the node card.
  • Retarget Morph Targets: Moves a whole set of morph targets (blendshapes / blend shapes) off one character's neutral onto another's, bending each shape to follow the new surface so it rotates and scales where the face does.

Studio and Graph › Morph Targets

Create Morph Target

Captures the difference between two meshes as a named morph target that rides along on the mesh wire. No asset anywhere, so it travels through the graph and through saves.

Create Morph Target node

The Create Morph Target node

When to use it

Captures the difference between two meshes as a named morph target that rides along on the mesh wire. No asset anywhere, so it travels through the graph and through saves.

Pins

Pin Type Description
Mesh Mesh The mesh before you sculpted it.
Target Mesh The same mesh after sculpting. Vertex counts have to match, or the node errors and passes the base mesh through.
Pin Type Description
Mesh Mesh Same base mesh, now carrying the new shape. It looks unchanged - Load Morph Target is what makes it visible.

Settings

Setting Type Description
Morph Target Name Text What to call the shape. Leave it blank and nothing is captured; the base mesh still passes through.
Skeletal Mesh Asset The Skeletal Mesh asset the write button targets. Editor only.
LOD Index Whole number Which LOD the shape is written into. Leave it at 0 unless you have a reason not to: the LOD settings below only run for LOD 0, and picking a LOD the asset does not have refuses the write.
Use Dual Quaternion Skinning True/False Un-pose the shape back onto the asset's bind pose with dual quaternion skinning instead of linear blend. Only the asset write uses this.
Apply To LODs True/False Push the shape down onto the lower LODs too, so it does not pop away as the character gets further from camera.
Vertex Threshold Number How far a LOD vertex can sit from the LOD0 surface and still pick the shape up. Too low and parts of the LOD stay flat; too high and the shape jumps a gap onto the wrong side of a fold.
Normal Incompatibility Threshold Number Throws away a match when the two surfaces face too differently. This is what keeps triangles from flipping inside out on the projected LOD.
Smooth Type Choice How the projected LOD shape gets smoothed.
Smooth Strength Number How hard each smoothing pass pulls. Does nothing while Smooth Iterations is 0.
Smooth Iterations Whole number How many smoothing passes to run over the projected LOD shape. 0 leaves it exactly as projected. Raise it when a coarse LOD comes out lumpy.

Learn more

Organize and categorize morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/organize-and-categorize-morph-targets-with-mesh-morpher-classic
Generate DNA bone expressions from morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/automatically-generate-mh-dna-bone-driven-expressions-from-morph-targets

Studio and Graph › Morph Targets

Load Morph Target

Applies one of the morph targets the incoming mesh already carries, at whatever Weight you dial in. No asset needed: the dropdown lists what is on the wire, and the deltas are already in that mesh'...

Load Morph Target node

The Load Morph Target node

When to use it

Applies one of the morph targets the incoming mesh already carries, at whatever Weight you dial in. No asset needed: the dropdown lists what is on the wire, and the deltas are already in that mesh's own space.

In the editor, when the mesh came from Load Skeletal Mesh, the asset's own morph targets show up too, posed onto the current skeleton. Names carried on the wire always win, which is what keeps a graph behaving identically in the packaged app.

An empty dropdown means nothing upstream put a morph target on the mesh. Add a Create Morph Target, or import through a path that carries them.

How to use it

  1. 1

    Connect a mesh that carries morph targets

  2. 2

    Pick a morph target name from the dropdown

  3. 3

    The output is the morphed mesh

Pins

Pin Type Description
Mesh Mesh A mesh that already carries morph targets. Wire List Morph Targets in first if you are not sure it does.
Pin Type Description
Mesh Mesh The mesh with the chosen shape dialled in. It still carries the whole set, so you can chain a second one after it.

Settings

Setting Type Description
Morph Target Name Text Which shape to apply. The list is whatever the connected mesh is carrying.
Weight Number How much of the shape to apply. 1 is full, 0 is none. Push past 1 to exaggerate the pose, or go negative to run it backwards.
Use Dual Quaternion Skinning True/False Pose the asset's deltas with dual quaternion skinning instead of linear blend. Only matters for shapes read off a Skeletal Mesh asset; ones carried on the mesh are already in the right space and need no posing.

Learn more

Organize and categorize morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/organize-and-categorize-morph-targets-with-mesh-morpher-classic
Generate DNA bone expressions from morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/automatically-generate-mh-dna-bone-driven-expressions-from-morph-targets

Studio and Graph › Morph Targets

Transfer Morph Targets

Moves named morph targets onto a mesh with a different vertex count, by closest point or by UV, with optional subdivision and smoothing. This is the node for a retopologised or re-densified mesh th...

Transfer Morph Targets node

The Transfer Morph Targets node

When to use it

Moves named morph targets onto a mesh with a different vertex count, by closest point or by UV, with optional subdivision and smoothing. This is the node for a retopologised or re-densified mesh that needs its blendshapes back.

Pins

Pin Type Description
Mesh Mesh The mesh you are taking the shapes from.
Target Mesh The mesh receiving the shapes. Its vertex count and layout can be completely different - a retopo, a denser head, another body.
Pin Type Description
Target Mesh Same destination mesh, now carrying the copied shapes. It looks unchanged until Load Morph Target applies one.

Settings

Setting Type Description
Morph Target(s) Text Which shapes to copy, one name per row. Shift + Enter adds a row. Leave it empty and everything the source carries comes across.
Automatically Overwrite True/False Replace a shape the target already has. Turn it off and the existing one is kept, and the node names what it skipped.
Auto Scale True/False Scale the copied movement by the size difference between the two meshes. Turn it on when the target is the same character built at another scale. Leave it off when the two already share units.
Delta Method Choice Whether each target vertex is moved onto the sculpted source surface, or just pushed by the same amount the source moved.
Vertex Threshold Number How far apart two vertices can sit and still count as the same spot. This is the setting that decides quality. Too low and patches of the target never move at all. Too high and a shape jumps a gap onto the wrong side of a fold, so lips pull into teeth and eyelids stick shut.
Normal Incompatibility Threshold Number Throws away a match when the two surfaces face too differently. This is what keeps triangles from flipping inside out during the projection.
Match Material IDs True/False Only let a vertex take its shape from source geometry with the same material. Useful where eyes, teeth and skin nearly touch and keep stealing each other's movement.
Subdivision Whole number Split the source triangles this many times before sampling, so a dense target has more points to land on. Raise it when a fine target picks up a blocky, low-resolution version of the shape. Costs memory and time.
Match By UV True/False Match the two meshes through their UVs instead of by distance, so vertex count and order stop mattering. Far more reliable around lips, eyelids and anywhere two surfaces nearly touch, as long as both share a UV layout. Do not use it on welded meshes - welding wrecks their UVs.
Smooth Type Choice How the copied shape gets smoothed after projection.
Smooth Strength Number How hard each smoothing pass pulls. Does nothing while Smooth Iterations is 0.
Smooth Iterations Whole number How many smoothing passes to run. 0 leaves the shape exactly as projected. Raise it when the result comes out speckled or lumpy.
Apply To LODs True/False Push the shapes down onto the lower LODs too, so they do not pop away as the character gets further from camera.
LOD Vertex Threshold Number Same distance rule as above, but for landing the shape on the lower LODs.
LOD Smooth Type Choice How the shape gets smoothed on the lower LODs.
LOD Smooth Strength Number How hard each LOD smoothing pass pulls. Does nothing while LOD Smooth Iterations is 0.
LOD Smooth Iterations Whole number How many smoothing passes to run on the lower LODs. Coarse LODs usually need a pass or two where LOD0 needs none.

Learn more

Organize and categorize morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/organize-and-categorize-morph-targets-with-mesh-morpher-classic
Generate DNA bone expressions from morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/automatically-generate-mh-dna-bone-driven-expressions-from-morph-targets

Studio and Graph › Morph Targets

List Morph Targets

Tells you which morph targets a mesh is carrying, and passes the mesh through untouched.

List Morph Targets node

The List Morph Targets node

When to use it

Tells you which morph targets a mesh is carrying, and passes the mesh through untouched.

This is what you reach for the moment a morph question turns into "did that actually do anything". Morph targets live inside the mesh as vertex deltas, so a mesh carrying fifty of them and a mesh carrying none look identical in the viewport, on the wire and in a thumbnail. The names go on the node card and out on Names, one per line, with Count for the graph to branch on.

It never writes the mesh output, so dropping one into a working chain cannot change what flows down it. To actually see a shape rather than confirm it exists, apply it with Load Morph Target.

How to use it

  1. 1

    Connect any mesh

  2. 2

    Read the names off the card, or wire Names / Count into the graph

Pins

Pin Type Description
Mesh Mesh The mesh you want to look inside.
Pin Type Description
Mesh Mesh The same mesh that came in, untouched. Safe to drop this node into the middle of a chain.
Names Text The names on the mesh, one per line, sorted. Blank when it carries none.
Count Whole Number How many the mesh carries. A zero means none; a blank pin means no mesh reached the node at all.

Learn more

Organize and categorize morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/organize-and-categorize-morph-targets-with-mesh-morpher-classic
Generate DNA bone expressions from morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/automatically-generate-mh-dna-bone-driven-expressions-from-morph-targets

Studio and Graph › Morph Targets

Retarget Morph Targets

Moves a whole blendshape set from one character's neutral onto another's. Mesh (labelled Source) carries the donor neutral and its shapes, Target carries the recipient neutral, and the Target outpu...

Retarget Morph Targets node

The Retarget Morph Targets node

When to use it

Moves a whole blendshape set from one character's neutral onto another's. Mesh (labelled Source) carries the donor neutral and its shapes, Target carries the recipient neutral, and the Target output is that neutral now carrying the retargeted set. Same pin shape as Transfer Morph Targets, so the two swap in and out of a chain.

How to use it

  1. 1

    Connect the source character (carrying the morph targets) to Mesh ("Source")

  2. 2

    Connect the recipient neutral to Target

  3. 3

    Leave Morph Targets empty to move the whole set, or name a subset one per line

  4. 4

    The Target output carries them; it recomputes whenever an input changes

Pins

Pin Type Description
Mesh Mesh The character you are taking the shapes from, in its neutral pose, with the set riding on it.
Target Mesh The character receiving the shapes, in its neutral pose. Same vertex count and triangles as the source; its own positions are never moved.
Pin Type Description
Target Mesh The recipient neutral, now carrying the retargeted set. It looks identical in the viewport - wire List Morph Targets in to see what actually arrived.

Settings

Setting Type Description
Morph Target(s) Text Which shapes to move, one name per line. Leave it empty to move the whole set, which is what you usually want and the reason this node exists rather than running Transfer Morph Targets two hundred times.
Method Choice How each shape is bent onto the new character. Auto picks Delta Copy when the two neutrals turn out to be the same shape and Local Frame when they do not, which is the right call almost always.
Overwrite Existing True/False Replace a shape the recipient already has. Turn it off and the existing one is kept, and the node names what it skipped.

Learn more

Organize and categorize morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/organize-and-categorize-morph-targets-with-mesh-morpher-classic
Generate DNA bone expressions from morph targetsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/automatically-generate-mh-dna-bone-driven-expressions-from-morph-targets