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Skeletal Mesh Reshape

Gerard Martin edited this page Jun 19, 2026 · 3 revisions
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Transfers the deformation from Base Shape to Target Shape into the Base Skeletal Mesh. It can reshape vertices, Pose and/or Physics.

Vertices in the Base Mesh are bind to faces in the Base Shape by proximity then using the binding information the Base mesh vertices are re-targeted to the Target Shape correspondent faces.

Pose use a method similar to vertices. The joint position is bind to the base shape and then re-targeted to the target shape. Physics bodies are bind using a set of points representative of the body shape and then reconstructed from the re-targeted positions of these points.

Note

Although not needed, usually a morph of he base shape is used as target.

Note

Sometimes the output meshes may loose some quality in the re-targeting process. Apply Laplacian Smoothing and Recompute Normals can be enabled to improve the results.

The mesh vertex colors can be used to change some of the behavior of the node per vertex. If a channel is set to Mask Weight its value will be used to weight the influence of the effect for a given vertex. Only one channel is allowed to have this option enabled.

Also with Rigid Cluster Id you can use vertex colors to make a cluster rigid. The channel value represents the cluster id. Clusters with the same id are deformed applying the same re-targeting transformation, the one computed from the centroid, to all vertices in the cluster. Vertices that are not part of a rigid cluster must be set to the highest value possible.

Warning

If more than one channel is set to Rigid Cluster Id, the combination of those values will determine the cluster id.

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