Docs

Introduction

Mesh Morpher builds and reshapes meshes with a node graph. You place nodes, wire them together, and each one does a single job: load a file, decimate, unwrap, sculpt, bake, write an FBX. The graph ...

Mesh Morpher builds and reshapes meshes with a node graph. You place nodes, wire them together, and each one does a single job: load a file, decimate, unwrap, sculpt, bake, write an FBX. The graph is the recipe, so the same sequence runs again tomorrow on a different asset without you repeating a single click.

This section documents the node library, node by node. There are over 300 of them across 41 categories, and every page here describes the pins, the settings and what the node actually does with them.

Two products, one node library

Mesh Morpher StudioA standalone Windows application. No engine, no editor, no project - just the graph, a viewport and your files.https://meshmorpher.com/studio
Mesh Morpher GraphThe same graph as an in-editor plugin for Unreal Engine, reading and writing the assets already in your project.https://meshmorpher.com/graph

They are the same tool wearing two coats. The node library, the graph editor, the sculpt brushes, the Python stage and the .mmgraph file format are shared, so a graph built in one opens in the other. That is why one reference covers both.

Fifteen nodes are the exception. They read or write Unreal Engine assets - a Static Mesh, a Skeletal Mesh, a Texture asset, a MetaHuman DNA asset - so they only exist inside the editor. Their pages carry an Editor-only node banner at the top. Everything else runs in both.

Mesh Morpher Classic is a separate product: the original morph-target toolkit for Unreal Engine, with its own runtime module. It is not a node graph and it is not documented in this section.

What a graph is, and what it is not

A node is one operation. It has input pins on the left, output pins on the right, and a settings list you edit in the Details panel. Wires carry meshes, weight maps, textures, transforms, landmarks, deltas and plain numbers between them.

What surprises people coming from other node editors is that a graph is not a timeline and nothing runs continuously. There are two kinds of node and it is worth knowing which you are looking at:

How it runs Examples
Reactive Recomputes by itself whenever its input changes. There is nothing to press. Recompute Normals, Mesh Health, Weld, Compact
Action Waits for you. It has a button in the Details panel under Actions, and it does nothing until you click it. Simplify, Generate UVs, Bake Maps, Write FBX, Wrangle

A stale output is kept, never thrown away. Change the input of a node that has already produced a result and the old result stays on the pin, marked out of date, until you re-run the node. Nothing downstream silently empties out while you are in the middle of editing.

Three more habits are worth forming early:

  • Select a node to look at it. The viewport shows the output of whatever node is selected, so clicking your way down the chain is how you find the step that went wrong.
  • Every node carries its own documentation. The book icon on a node opens View node documentation without leaving the app. These pages are the same material, indexed and cross-linked.
  • Undo covers the whole graph. Wiring, node settings, sculpt strokes and paint are all one transactional history.

Finding your way around

The sidebar lists every category. If you know what you want to do but not which node does it, start here.

To do this Look in
Get geometry in and out Importers, Exporters, Stream, Geometry Cache
Build and reshape Geometry, Voxel, Sculpt, Paint, Deltas
Repair, measure and select Repair, Selection, Weight Map
UVs, textures and materials UV, Texture, Materials
Rig, skin and pose characters Skeleton, Morph Targets, MetaHuman DNA, Animation
Fit one mesh onto another Wrapper, Cage Deformer, RBF Deformer
Compute, script and automate Wrangle, Math, Utility, AI

When no node does the thing you want, Wrangle does. Write a short expression and it runs once per vertex, per triangle, per corner, per texel, or once for the whole mesh - with loops, neighbour lookups, noise, donor-mesh reads and a full Python stage. It has a reference of its own under this section.

What you need to run it

Mesh Morpher Studio Mesh Morpher Graph
Platform Windows 10 or 11, 64-bit Windows 64-bit
Host None - it is a standalone application Unreal Engine 5.6 to 5.8
Graphics DirectX 12 or DirectX 11, Shader Model 5 or newer Whatever the editor is running
Memory A discrete card with 6 GB or more is recommended 6 GB or more recommended for sculpting
Python Bundled, version 3.11 Bundled, version 3.11

Mesh Morpher checks your graphics device on startup and tells you plainly if something will hold it back - an integrated card sharing system memory, a driver on the known-problem list, or a driver old enough to have shader-compilation bugs. Sculpting and the GPU deformers need real graphics hardware; the rest of the library does not.

Next

Getting StartedInstall, activate, learn the window, and build your first graph in about ten minutes./pages/L6mwCPm75lshJDYjwkON
WrangleThe expression and Python node, with its own full language reference./pages/ijo3Z7vYLbtvQ02CJtaW
Patch NotesWhat changed, release by release./pages/DNdweavnSwtlhRJCE5XY