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Mesh Morpher documentation

Fit Skeleton

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/skeleton/fit-skeleton

Studio and Graph › Skeleton

Fit Skeleton

The geometry is right and the skeleton is still sitting where the original character's joints were. This moves the bones to match. It is the step after a body-shape change, a wrap or a non-rigid fit.

Fit Skeleton node

The Fit Skeleton node

When to use it

The geometry is right and the skeleton is still sitting where the original character's joints were. This moves the bones to match. It is the step after a body-shape change, a wrap or a non-rigid fit.

How to use it

  1. 1

    Connect the rigged mesh and its reshaped version

  2. 2

    Set Start Bone, and list anything that should stay put

  3. 3

    The output updates on its own as the meshes or settings change

Pins

Pin Type Description
Mesh Mesh The rigged mesh whose joints get moved.
Target Mesh The reshaped version of that same mesh. Same vertex count and order.
Bones Bone Selection Optional. Wire a bone list here to fit only those and leave the rest alone.
Pin Type Description
Mesh Mesh The mesh with its joints moved to fit.

Settings

Setting Type Description
Start Bone Text The first bone that gets fitted. Anything ahead of it in the skeleton stays put. Usually "root", which fits the whole rig. Point it at the pelvis to leave the root and its motion bones alone.
End Bone Text Nothing reads this. The fit runs from Start Bone to the end of the skeleton, so to spare a bone put it in Ignore Bones or wire the Bones pin instead.
Ignore Bones Text Bones to leave exactly where they are, one per row. Names have to match exactly. Shift+Enter adds a row.
Ignore String Text Leave alone any bone whose name contains one of these, one per row. Quickest way to skip every twist or corrective joint at once. Keep the fragments long enough to be specific: "l_" catches half the rig.
Orient Bones Text Bones that also get re-aimed at their child once the fit has moved everything, one per row. Limb bones want this. Without it a forearm whose wrist has moved keeps its old rotation, and the twist shows up as a pinched elbow.
Orient Bones Above Bone Text Re-aim every bone that comes after this one in the skeleton's bone order too, on top of the list above. Leave it empty to use the list alone.
Bone To Vertex Threshold Number How far a vertex can sit from a joint and still be used to work out where that joint should move to. Only comes into play for joints the surface itself could not guide.
Bone To Bone Threshold Number How close a joint has to sit to the line between two other joints before it counts as riding on that segment. Only used when Preserve Relative Bone Transforms is on.
Max Distance To Surface Number How far from the surface a joint can be and still be moved by the surface right underneath it. Joints deeper than this fall back to averaging nearby vertices, which is looser. Raise it on a chunky character whose spine sits well inside the body.
Use Vertex Weights True/False Use the mesh's skin weights to decide which vertices belong to a joint that sits too deep for the surface to guide. On a mesh with junk weights this drags joints toward whatever happens to be weighted to them, so turn it off there.
Preserve Relative Bone Transforms True/False Keep a joint that sat on top of another bone's segment stuck to that segment after the fit, instead of letting it drift off the line.
Vertex Sample Size Whole number How many nearby vertices to average when a joint has to fall back to proximity. Small numbers make the joint chase one lump of geometry.
Always Match Geometry True/False After fitting, snap the output vertices onto Target so the shape matches exactly. Turn it off and you get whatever the skinning produced, which drifts from Target.
Advanced Skeleton Fitting True/False Adds a solver pass that works the joints out from the skin weights rather than just sliding them to follow the surface. Slower, and only bones with vertices actually weighted to them use its result.
Global Iterations Whole number Passes the solver spends building its starting guess before the main loop.
Iterations Whole number Main solver passes. More costs time and settles closer, then stops helping.
Transformation Iterations Whole number Passes spent on the bone transforms inside each main pass.
Affinity Whole number Strength of the solver's soft affinity constraint.
Affinity Normalization Number How that affinity constraint is normalised.

Learn more

Morph full body MetaHumans and skeletonsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/morph-full-body-meta-humans-and-skeletons