Introduction
Welcome to Morph Power Tools!
Last updated
Welcome to Morph Power Tools!
Last updated
Bake Morph Targets. Combine Morph Targets. Copy Morph Targets. Build New Meshes. All without leaving the editor. Works in editor AND in a packaged game.
Empower your character development workflow with Morph Power Toolsâan advanced Unreal Engine plugin that revolutionizes morph target management. Unleash the potential of your characters without leaving the familiar confines of Persona. This plugin is a comprehensive overhaul of the original Morph Tools, featuring a ground-up redesign of the user interface and seamless integration into the Persona Mesh Editor. Substantial enhancements to the runtime code have been made to ensure optimal performance and stability.
With Morph Power Tools, you can effortlessly bake, combine, and copy morph targets directly within Persona. Take control of your character meshes by efficiently removing vertices under clothing meshes, preventing clipping, and improving performance. Whether you are creating expressive facial animations or refining intricate character details, Morph Power Tools empowers you with a range of powerful features.
Duplicate Morph Targets
Delete Morph Targets
Rename Morph Targets
Sculpt and Edit/Create Morph Targets right in Persona!
Copy Morph Targets: Copy and transfer morph targets between meshes with ease via either:
Export Opacity Masks: Generate opacity mask textures in the editor for use in your materials
Mesh Construction without Vertices: Construct new meshes in the editor without including the masked vertices
Mask Autodection: Autodetect occluded vertices from clothing meshes for removal
: Seamlessly bake morph targets (and/or remove them) within the Persona Mesh Editor
: Effortlessly merge morph targets for enhanced character customization
: A robust mask editor that adds a new dimension to your toolkit. Create "Mask Assets" for the removal of vertices that can be used 3 different ways based on your project's needs:
: Dynamically eliminate masked vertices during runtime, conserving resources and optimizing GPU usage.
and the baked mesh to your save game
(3d proximity only)
based on a morph preset
: Dynamically eliminate masked vertices during runtime, conserving resources and optimizing GPU usage.
into a single texture for material masking
of your asset after baking to take morph targets into account