MeshForgeGarment
Every released version of MeshForgeGarment, newest first. Latest 0.2.0.
| Set | MeshForge |
| Role | post |
| Latest | 0.2.0 — 21 September 2026 |
| Versions here | 3 |
| Depends on | MeshForge |
0.2.x
0.2.0
21 September 2026 · Installed through the account app
Added
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A character in MeshForge’s Mesh tab. Installing this plugin adds a Character control to the bar above the mesh preview, whatever the definition is and whether or not it has any post-processing at all. Off to begin with. Turn it on and a body stands inside the garment, so a shirt is judged on somebody rather than on its own. Pick the one this definition fits and it follows the fit step’s Target Character, so one garment definition after another is shown on the body it was actually wrapped around; or pick any skeletal mesh in the project, to see how a garment fitted to one body sits on another. The answer is kept per definition, so it is still there the next time that definition is opened, and a definition never asked about draws nobody — turning a character on for a shirt does not stand one inside the next crate you open. The last few picked by hand stay in the menu, which is shared, since a project dresses the same few bodies whichever garment is open. The face found beside the body is drawn too, so a collar is judged against a neck rather than a capped hole; that can be turned off.
With a character on, nothing in the viewer is centred, turned or scaled. Every mesh is drawn at its own origin, at its own size, with its own pivot — what a level would show with all of them dropped at 0, 0, 0. A garment this plugin wrapped is already in that character’s space, so it lands on the body exactly as the chain left it, with no arithmetic anywhere. One that has not been wrapped hangs wrong, at the wrong size, in the wrong place, which is the answer rather than a fault in the picture — and the reason to wrap it. Align is unavailable while a character is shown: it exists to throw away size and position, which are the two things being checked.
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The Garment Studio. Pose and place... on the garment fit step is now Open Garment Studio..., with two more modes. Sculpt: the same tools as Sculpt mesh, on the garment where you placed it, against the body as you bent it. The wrap starts from the sculpt. It is kept with the definition as a plain file, not an asset, and a sculpt made on a garment that has since been regenerated is refused with the reason. Back to the original throws it away. A changed sculpt marks the step stale. Wrap: runs the fit in the window, from your sculpt or the original, with the step's settings, and shows the result on the body; wrap again after changing anything, and the studio says when the result on screen is out of date. The wrapped garment can be sculpted too. The last wrap is kept with the sculpt. Finish saves the wrap as an asset and hands it to the chain as the step's output. Save also saves the definition, and closing with unsaved changes asks first.
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A finished garment is handed on as it is. A chain run over a finished fit step uses the finished garment without wrapping again, in about a second, so a sculpt made after the wrap is never lost. If the garment changed since, the studio opens and the chain waits for it. A step never finished wraps by itself as before.
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An agent can work the Garment Studio through Send Interactive Step Command on the fit step: open, mode, place, pose, tool, stroke, keep, options, wrap with settings, save, finish, unfinish, close.
helplists them. Other plugins can drive it throughGarmentStudio.h: its status, its commands, and captures of its viewport from named angles around the character, written to PNG. MeshForge Garment Toolset builds the tools for agents that can see on it. -
A Garment for a character Mesh Workflow: Concept off, the fit and skinning steps, and an import that keeps the fitted origin and builds no collision. Choose a mesh provider and the target character, and a new definition is ready to run.
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Bone profiles for wardrobe skinning: choose which of the body's bones a garment follows, so a vest follows the chest and not the arms, and trousers the hips and legs and not the spine. Thirteen ship: Head, Shirt / jacket, T-shirt, Vest, Arms only, Hands and feet, Pants, Pants and feet, Shorts, Full bodysuit, Full bodysuit and head, Backpack and Belt. They are editable assets, and new ones are made from the Content Browser. Leave the skinning step's profile empty and it skins exactly as before.
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Sculpt mesh - in the editor, a post step you finish by hand without leaving Unreal, for any static mesh anywhere in a chain. It opens the mesh, with its Reference Meshes locked beside it (a MetaHuman body brings its face), in a window with Epic's Vertex Sculpt, Smooth, Lattice and Bend / twist tools, which only move vertices. UV seams are welded while you sculpt. Finish edit hands the edited asset to the chain as the step's output with nothing exported or re-imported; closing the window or the editor keeps the sculpt, and the step carries on from where it stood. The plugin now enables Epic's Mesh Modeling Toolset, where the tools come from.
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Sculpt in pose..., under Advanced on the wardrobe skinning step, opens the skinned garment in the Skeletal Mesh Editor with the target body and its MetaHuman face beside it, following the garment's pose, so a garment can be sculpted in a pose or given a pose corrective.
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An agent can work the sculpt window one command at a time through MeshForge Toolset's Send Interactive Step Command, or from the console with
MeshForgeGarment.Sculpt.
Changed
- Save and fit is gone. Finish takes its place and records the garment the studio shows, instead of running the whole chain, which could open other steps' windows first.
- A sculpt command's stroke that starts beside the mesh now says so. It used to report success and sculpt nothing.
Fixed
- Lattice and Bend / twist can be moved again. Both drew their handles in the Sculpt mesh window and the Garment Studio, but not the gizmo that moves them: a selected lattice control point had nothing to drag it with, and Bend / twist showed the handles that set how far it bends without the one that aims it. Both now carry the full translate / rotate / scale gizmo.
- Reopening Pose and place after the fit has run shows the garment where it was placed. It used to load the fit's own result, which was already sized and positioned, and apply the placement to it a second time, so the garment appeared shrunk and floating above the character. The panel now shows the mesh the fit step starts from. The saved placement was never affected.
- Wardrobe skinning no longer shows "Ensure condition failed: Solver->bSucceeded()" on AI garments whose skin came out fine. An attempt that would leave part of the garment with nothing to inpaint from is now skipped before the engine runs it, and the log says why.
Compatibility
- Needs MeshForge 0.3.0 or later.
Known issues
- Smooth relaxes the whole garment. At its default strength it shrinks a garment noticeably and pulls hems up, enough to change how skinning matches it to the body. Lower the steps, or use the Sculpt tool's Shift-smooth on one area.
0.1.x
0.1.1
8 September 2026 · Installed through the account app
- Packaging fix: the release now carries everything the register allows.
BuildPlugin's filter excludesConfig/and everypublic_extrapath, so earlier zips shipped without them. - The
Runner/folder ships, so the container this plugin resolves from its own installed directory can finally be built from a release. - First release to carry licence terms. They are a draft pending review.
0.1.0
7 September 2026 · Installed through the account app
- Initial release: garment fit (Place and Fit modes), the two-bone articulation solver, and the wardrobe skinning post step with automatic retry escalation for AI-generated garment normals.
- Shipped the rule and its enforcement: a garment binds to the target body mesh, not the shared
USkeleton— verified per-bone against the reference pose before saving, not just trusted. - Added Unreal inpainting as a separate, chainable skeletal post step.
- Added the MetaHuman face auto-discovery and neck-seam weld so the body doesn't need manual "additional meshes" entries.
- Fixed the self-test to capture actual polygon/edge snapshots rather than just their counts.
- Documented the detail-preserving CC5 shirt solver result — first user-accepted example, not a claim that arbitrary clothing is solved (see
PRESERVATION_RESULTS.md).