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Meshing Toolkit - version 1.4.9 uploaded 12/20/2018

by CmarNYC Posted 26th Jul 2012 at 3:58 PM - Updated 20th Dec 2018 at 4:05 PM by CmarNYC
305 Comments / replies (Who?) - 14 Feedback Posts, 9 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
This is what the name implies - a set of tools for the serious Sims mesher. It's still very much a work in progress, but I've been working on it for almost six months and this seems like a good time to officially upload it. Updates will probably be frequent, especially as more people try it out. Please report any bugs, problems, and stuff not working, and don't hesitate to suggest any (reasonable) improvements!

Some of the Toolkit screens are attached below for illustration. Select files using the buttons which bring up the standard Windows file browser. Basic instructions for each function are in the tab for that function. As more tutorials for the use of this set of tools are done by me or others, I'll link them below.

Relevant tutorials:

Frankensteined Clothing in Seven (reasonably) Easy Steps (GEOM FrankenMesh, BGEO for clothing, GEOM tangent fixer)

List of functions:

GEOM tools
  • Examine Mesh - display GEOM data: Select a GEOM (.simgeom or .geom) file and its contents will be displayed. Click the 'Display Faces' and 'Display Vertex Data' buttons for listings of detail face and vertex information.
  • FrankenMesh - select one to three modified (or unmodified) base meshes, with their original morphs, and make a new combined base with combined morphs. If only one mesh is selected it will be renumbered and its morphs will be updated to match it. Morphs can be either morph GEOMs or the BGEO files the game and most custom packages use.
  • Match Morphs - select a modified base GEOM mesh and its original morphs, and update the morphs to work with the modified base mesh. Morphs can be either GEOM or BGEO.
  • Number/Renumber Meshes - select a set of a base GEOM and its morphs (GEOM or BGEO) and renumber vertex IDs or add them to meshes with no numbering.
  • Combine Meshes - combines up to three meshes with no other changes.
  • Replace Values - select a source GEOM and target GEOM and copy selected data from one to the other - useful if you want to revert to original UV or bones or whatever without losing other changes.
  • Convert to TSRW WSO - just what it says. Select a set of base GEOM and its morphs (GEOM or BGEO) and make a .wso file suitable for importing into TSRW.
  • Mesh Tangent Fixer - recalculates tangents, useful to fix muscle definition distortion in meshed edited with Milkshape or Blender. Select a GEOM base mesh and save a recalculated mesh file. Can also be used on TSRW meshes - export project contents as a .package, extract GEOM meshes, recalculate with this tool, and replace the GEOMS in the package with the fixed ones.

TSRW tools
  • Examine WSO - select a .wso mesh file and display its contents. Click on the meshes listed (base, fat, fit, thin, special) for a detail listing of vertex and face information.
  • FrankenMesh - select one to three WSO meshes and they will be combined into one with morphs updated to match altered bases. If you select only one mesh the morph update only will be done.
  • Match Morphs - select a .wso mesh and the morphs will be updated to match an edited base.

BGEO tools
  • Examine BGEO - select a BGEO morph data file and display its contents. Click each section for each age/gender/species (if there's more than one) to display a detail listing of morph data.
  • Make Clothing/Hair BGEO - enter a unique name for the specific item and morph (Ex: cmar_amDemoTopModifed_fat), select morph meshes for each lod, and make a BGEO suitable for clothing or hair. Makes one morph at a time. Up to three meshes (ex: lod1, lod1_1, etc.) can be selected for each lod.
  • Make Slider BGEO - enter a unique name for your morph, select the age/gender/species, and select a morph mesh for each applicable lod. Click the 'Add new Age/Gender/Species Group' button to include more ages, genders, or species. Takes the selected morph meshes and makes a BGEO suitable for sliders.
  • Convert to Mesh - select a BGEO morph data file and the corresponding base mesh(es) and make morph meshes to match the bases.

Bone tools
  • Examine SKCON - select a .skcon skeleton data file and display the contents.
  • Bone Scan - select a GEOM or TSRW .wso mesh file and this tool will scan it for underweighted bones, missing bones, etc. Problems will be fixed if possible and a new mesh can be saved.
  • Match Bones at Seams - Milkshape rounds off bone assignments which can result in a small gap at seams between meshes, usually at the waist, which appears only in the game. This function takes a mesh and a reference unaltered EA mesh and changes the bone assignments of all vertices at the same positions to fix this problem.

Auto tools for GEOM
  • Auto-assign bones - select a base GEOM mesh to assign bones to (target mesh) and a similar reference GEOM base mesh to get bone information from. Reads the bone assignments from the reference mesh and applies them with optional interpolation to the target mesh. All vertices in the target mesh can be processed or only ones with no bone assignments.
  • Auto-create morph - select the base mesh you're working on and a similar reference base mesh and its morph (GEOM or BGEO). Reads morph data from the reference base and morph pair and applies them to make a new morph GEOM mesh with optional interpolation. Makes one morph (fat, fit, thin, special) at a time.
  • Auto-assign UV - select a base GEOM mesh to assign UV coordinates for and a similar reference GEOM base mesh. Reads UV coordinates from the reference mesh and applies them with optional interpolation to the target mesh. This is of very limited use since seams are not handled well, but it might be a starting point or handy for texture assignment in Milkshape or Blender.
  • Auto-assign Vertex ID - select a GEOM mesh with missing vertex IDs and an optional, similar reference GEOM mesh. Copies vertex IDs from the nearest vertices, either from the reference mesh or the same mesh.
  • Mesh Mirror - Select a GEOM base mesh and its morphs (GEOM or BGEO). The mesh will be flipped horizontally, including creating new morphs, and including flipping bones and UV coordinates. The mirror can be saved as a separate mesh or combined with the original.

Auto tools for WSO (added in V1.1)
  • Auto-assign bones - select a WSO mesh to assign bones to (target mesh) and a similar reference WSO mesh to get bone information from. Reads the bone assignments from the reference mesh and applies them with optional interpolation to the target mesh. All vertices in the target mesh can be processed or only ones with no bone assignments.
  • Auto-create morph - select the WSO mesh you're working on and a similar reference WSO mesh with working morphs. Reads morph data from the reference mesh and applies them to make morph meshgroups for your mesh with optional interpolation. Makes all morphs at the same time.

Package tools (added in V1.3)
  • Name Those Files - adds names for unnamed resources in packages containing CASPs (the vast majority of clothing/hair/accessories/makeup/tattoo/etc. packages).
  • Add Morphs to Clothing/Hair - easy addition of morphs to CASP packages. Lets you import either morph meshes or BGEOs. Imported morph meshes can be added to the package either automatically converted to BGEO format or in mesh format. (BGEOs are the standard method and should be used for the final product unless there is some reason not to. The morph mesh format may be useful during development and in special cases.) Please note the procedure for use:
    • Open the package
    • Add each morph
    • Save the package
    • Close the package
  • Fix Tangents - recalculates tangents for all the GEOM meshes in a package in one easy step.

To-do for a future version
I'm no longer developing this tool.

Installation
Unzip all files into a folder and run MeshToolKit.exe. You must have .NET 3.5 or higher installed. This should also run under Wine or Mono on Mac / Linux, and I'd like feedback from anyone who tries.

Removal
Delete the files.

Examples

Here's the lovely Jessi, who arrived as half a woman with no bones or morphs. After auto-bone assignment using a swimsuit mesh as reference here she is with vertex colors based on bones - I had to fix a few verts between her fingers but that was all:



And here are auto-created morphs. The fat and pregnant ones are a little bumpy but this will probably not happen on a normal-poly mesh:



And last, after Mesh Mirror and auto-UV assignment. The UV mapping needs a lot of work.




Additional Credits:
BloomsBase for the Jessi mesh - she made an excellent example of a super high-poly mesh to show what Toolkit is capable of. Plus she's rather eye-catching!

Everyone in the Create forums for help, feedback, and suggestions.

Peter and Inge Jones for s3pi which is used for package handling: https://sourceforge.net/projects/s3pi/

7/28/12: Version 1.1
  • Added Auto-bone assignments and Auto-morph for TSRW WSO
  • Added separate tab for WSO auto functions
  • Fixed bug of next vertex ID number not being updated in GEOM renumber function

9/2/12: Version 1.2
  • Added ability to optionally add vertex ID for meshes without them in ID-numbering functions
  • Added GEOM mesh combine function for all mesh types with no renumbering or morph updating
  • More clearly labeled slots for files in BGEO / Make Clothing/Hair BGEO function
  • Added functions for GEOM and WSO meshes to match bone assignments at seams with other meshes
  • Removed BoneScan finding of 'imprecise bone weights' since it's useless
  • Fixed bug in Auto_assign vertex ID
  • Fixed behavior of GEOM Copy Values which copied bone assignments incorrectly
  • Fixed really dumb error in WSO auto-morph and morph-match functions which scrambled UV maps
  • Fixed bugs in bone weight fix tools
  • Fixed 'too many bones' detection for WSO meshes

Also a somewhat related note - TSR has fixed the TSRW calculation of tangents in its new version that came out 8/28, so now muscle definition should show up correctly on TSRW items.

9/6/2012: Version 1.2.0.1
Bugfix for an error causing the Frankenmesh function to crap out if morphs are included.

9/11/2012: Version 1.2.0.2
  • Bugfix for TSRW tools not correctly handling meshes with no morphs
  • Bugfix for Bone Tools / Match Bones at Seams not correctly assigning TSRW .wso bones
  • Bugfix for Bone Tools / Match Bones at Seams incorrectly allowing .wso reference meshes

2/13/2013: Version 1.3.0.0
  • New tab of "Package Tools" added:
    • Name Those Files
    • Add morphs to Package
    • Fix Tangents for all meshes in package
  • Bugfix for TSRW Auto-Bone that caused Index Out of Range crashes in certain meshes
  • Bugfix for GEOM Combine Meshes causing errors when combining Pet meshes
  • Bugfix for bad logic in Auto Bone for GEOM and WSO that assigned extra weight to last bones in assignments
  • Bugfix for creation of morph meshes by morph-match and from BGEO. This bug was significant only when using morph meshes in packages instead of a BGEO.

12/20/2018: Version 1.4.9.0
Various small fixes which I worked on years ago but never got to updating the tool. This version is untested and should be considered a beta, so I'm leaving the previous version up for now. Please report any specific problems you find in it.
Tags: #Mesh, #Meshing, #Toolkit, #morph, #bones

Operating System: Windows Linux Mac OS X
Utility Type: Meshing Tools
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
XmodsDataLibTS3Source12-20-2018.zip | Source files, not needed to use program

Size: 75.4 KB · Downloads: 743 · 20th Dec 2018
75.4 KB 743 20th Dec 2018
MeshToolKitSourceV1.4.9.zip | Source files, not needed to use program

Size: 202.7 KB · Downloads: 774 · 20th Dec 2018
202.7 KB 774 20th Dec 2018
MeshToolKit_1_4_9_0.zip | Extract folder and run MeshToolkit.exe

Size: 334.8 KB · Downloads: 3,109 · 20th Dec 2018
334.8 KB 3,109 20th Dec 2018
MeshToolKit_1_3_0_0.zip

Size: 255.5 KB · Downloads: 18,605 · 13th Feb 2013
255.5 KB 18,605 13th Feb 2013
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Quick Guide:

1. Click the file listed on the Files tab to download the file to your computer.
2. Extract the zip, rar, or 7z file. Now you will have either a .package or a .sims3pack file.

For Package files:

1. Cut and paste the file into your Documents\Electronic Arts\The Sims 3\Mods\Packages folder. If you do not already have this folder, you should read the full guide to Package files first: Sims 3:Installing Package Fileswiki, so you can make sure your game is fully patched and you have the correct Resource.cfg file.
2. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).

For Sims3Pack files:

1. Cut and paste it into your Documents\Electronic Arts\The Sims 3\Downloads folder. If you do not have this folder yet, it is recommended that you open the game and then close it again so that this folder will be automatically created. Then you can place the .sims3pack into your Downloads folder.
2. Load the game's Launcher, and click on the Downloads tab. Find the item in the list and tick the box beside it. Then press the Install button below the list.
3. Wait for the installer to load, and it will install the content to the game. You will get a message letting you know when it's done.
4. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).


Extracting from RAR, ZIP, or 7z: You will need a special program for this. For Windows, we recommend 7-Zip and for Mac OSX, we recommend Keka. Both are free and safe to use.


Need more help?

If you need more info, see:
 
305 Comments / Replies (Who?) - 208 Feedback Posts, 86 Thanks Posts
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Lab Assistant
THANKS POST
#226 Old 25th Sep 2014 at 2:37 PM
Hello Cmar. I have never tried meshing before because I found it so intimidating. But after reading the comments about how this tool simplifies the process, it makes me want to give it a go. Thank you so much for your many contributions to TS3 modding community. Also thank you for your patience when explaining things no matter how many times you have to repeat the same information over again. Much appreciated! Cheers.
Test Subject
#227 Old 18th Oct 2014 at 2:37 PM
Dear CmarNYC ~
I would like to ask whether this tool will appear in SIM4 ??
Ms. Byte
Original Poster
#228 Old 18th Oct 2014 at 3:43 PM
Quote:
Originally Posted by miasmahissy
Dear CmarNYC ~
I would like to ask whether this tool will appear in SIM4 ??


Not THIS tool but I do have a Sims 4 tool in the Sims 4 tools forum for testing and development. Sims 4 has some peculiarities that make it quite a bit more challenging to have a tool like this work well which is why it's not an official upload yet.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#229 Old 18th Oct 2014 at 4:47 PM
Dear CmarNYC, Mesh Toolkit is great and I've been using it for a while with no problems. Well, until now and I'm sure it's me and not the program. I'm trying to "Add Morphs to Clothing/Hair" by loading GEOM Morph Meshes under Package Tools. However, I can't seem to figure out how to load my morph meshes into the appropriate slots. I feel like I'm missing something really simple but just can't figure out what. It just says no valid morph meshes added because I can't figure out how to load them. Additionally, AutoCreate Morph BGEO will not let me "select file". I can press it all day but no pop ups appear. I'd like to figure that out because I have a mesh that has absolutely no morphs (fat/thin/fit)/BGEO files and I'm trying to find a way to rectify that so I can add a pregnant morph. Thank you so so so much!
Ms. Byte
Original Poster
#230 Old 18th Oct 2014 at 8:54 PM
Quote:
Originally Posted by jadedmoon470
Dear CmarNYC, Mesh Toolkit is great and I've been using it for a while with no problems. Well, until now and I'm sure it's me and not the program. I'm trying to "Add Morphs to Clothing/Hair" by loading GEOM Morph Meshes under Package Tools. However, I can't seem to figure out how to load my morph meshes into the appropriate slots. I feel like I'm missing something really simple but just can't figure out what. It just says no valid morph meshes added because I can't figure out how to load them. Additionally, AutoCreate Morph BGEO will not let me "select file". I can press it all day but no pop ups appear. I'd like to figure that out because I have a mesh that has absolutely no morphs (fat/thin/fit)/BGEO files and I'm trying to find a way to rectify that so I can add a pregnant morph. Thank you so so so much!


To use the 'Add Morphs to Clothing/Hair' tab;

Select the package,
Select your source - in your case 'Use GEOM Morph Meshes' - a list of lods should show up in the box underneath,
Select which morph you're adding,
Select the morph mesh(es) for each lod. Clothing starts with lod1,
When the meshes are all loaded, click 'Add Morph to Package',
Click either 'Save Package' or 'Save as New Package' to save your work,
Click 'Close Package' or close Mesh Toolkit.

I'm sorry if the Autocreate Morph BGEO isn't working - that's probably a bug. I've been working on a new version of Toolkit for some time and that's been corrected. I really have to get around to finishing it up and uploading it.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#231 Old 28th Oct 2014 at 1:29 PM
Will this be updated for Sims 4?
Test Subject
THANKS POST
#232 Old 29th Oct 2014 at 1:51 AM
Hello Thankyou for the mesh tool kit! Half the work I have done could never of been done with out your help through this tool!

Just need to know if anyone has the whole horse with joints already assigned and is available for me to download if not does anybody know how to assign joints to the mesh via mesh tool kit? sorry if it doesnt make sense, I just do a lot of tack and its becoming a pain because som tack I can't joint poperly due to reference meshes being very limited.

Thankyou
Test Subject
THANKS POST
#233 Old 24th Nov 2014 at 7:29 AM
Thank you
Test Subject
THANKS POST
#234 Old 28th Jan 2015 at 9:55 AM
Nice one!
Test Subject
THANKS POST
#235 Old 16th Mar 2015 at 11:35 PM
Thank you for this program! It's Great!
Test Subject
THANKS POST
#236 Old 23rd Mar 2015 at 7:14 PM
Thanks for uploading this excellent work! Thank you again!
Test Subject
THANKS POST
#237 Old 26th Apr 2015 at 3:29 PM
Thanks for the package!
Test Subject
THANKS POST
#238 Old 28th Apr 2015 at 5:09 AM
I still don't know how to incorporate this into my game but it's a great ideal.
Test Subject
THANKS POST
#239 Old 9th May 2015 at 1:09 AM
para que isso serve resumindo
Test Subject
#240 Old 16th May 2015 at 6:33 PM Last edited by MilaSims : 17th May 2015 at 5:17 AM.
Mesh ToolKit
Hello!
Many thanks for your excellent and useful program. It is very helpful.
Test Subject
#241 Old 19th Jun 2015 at 2:14 PM
Hi! I'm having some problems with the program when using auto tools for WSO, I select the mesh and the reference one and whe I click on do assingments it says that I have not selected a valid mesh with a base meshgroup. What does that mean and how can I fix it??
Destroyer of Worlds
staff: administrator
#242 Old 8th Jul 2015 at 7:08 PM
So, I was trying to create a new mesh (full body male), using the amBottomBriefs and amTopNude. I exported the GEOMs and BGEOs from each. However, for lod1 of the briefs, I was using kittyklan's default replacement GEOM with bulge. In the toolkit under "frankenmesh", I selected amBottomBriefs_lod1 (with bulge) for base mesh 1 and the corresponding BGEOs and amTopNude_lod2 for base mesh 2 and those corresponding BGEOs. Used vertex number 5000 and updated, selected LOD1. Everything saved just fine.

Switched out the lod1 files with the lod2 ones and hit update, chose LOD2 and got a "format mismatch" error. "Base mesh 2 is not the same format as base mesh 1. Continue anyway and convert to base mesh 1 format?" is the full text. I have no idea what it means, how to fix it, or, if I allow it to continue if it will even work.

Heaven Sims | Avendale Legacy
"On the internet, you can be anything you want. It's strange that so many people choose to be stupid."
Ms. Byte
Original Poster
#243 Old 9th Jul 2015 at 6:34 PM
Quote:
Originally Posted by heaven
So, I was trying to create a new mesh (full body male), using the amBottomBriefs and amTopNude. I exported the GEOMs and BGEOs from each. However, for lod1 of the briefs, I was using kittyklan's default replacement GEOM with bulge. In the toolkit under "frankenmesh", I selected amBottomBriefs_lod1 (with bulge) for base mesh 1 and the corresponding BGEOs and amTopNude_lod2 for base mesh 2 and those corresponding BGEOs. Used vertex number 5000 and updated, selected LOD1. Everything saved just fine.

Switched out the lod1 files with the lod2 ones and hit update, chose LOD2 and got a "format mismatch" error. "Base mesh 2 is not the same format as base mesh 1. Continue anyway and convert to base mesh 1 format?" is the full text. I have no idea what it means, how to fix it, or, if I allow it to continue if it will even work.


That message means that the format of the vertex data is not identical for the two meshes - for example one might have tagvals and the other not, etc. For body meshes the differences are unlikely to be significant unless EA goofed. In most cases you can just click okay and let the program do its conversion and combine them. Test in-game to make sure everything looks okay, of course.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#244 Old 24th Jul 2015 at 12:36 AM
This tool was working great for a while, then all of a sudden I keep getting an "System.OutOfMemoryException" error message when trying to assign bones to a WSO mesh. What does this mean? How can I fix it?
Ms. Byte
Original Poster
#245 Old 25th Jul 2015 at 3:12 PM
Quote:
Originally Posted by spacezombeez
This tool was working great for a while, then all of a sudden I keep getting an "System.OutOfMemoryException" error message when trying to assign bones to a WSO mesh. What does this mean? How can I fix it?


New versions of TSRW are using a new format for the WSO mesh files. So far they haven't published the new specification and I haven't had time yet to try to figure it out. The best thing you can do is to use an older version of TSRW, and/or go to the TSR forums and request they update the WSO specs so I can update Toolkit.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#246 Old 29th Jul 2015 at 12:47 AM
Quote:
Originally Posted by CmarNYC
New versions of TSRW are using a new format for the WSO mesh files. So far they haven't published the new specification and I haven't had time yet to try to figure it out. The best thing you can do is to use an older version of TSRW, and/or go to the TSR forums and request they update the WSO specs so I can update Toolkit.


Okay, I'll try that. Thank you!
Test Subject
#247 Old 8th Aug 2015 at 10:31 AM
Quote:
Originally Posted by CmarNYC
New versions of TSRW are using a new format for the WSO mesh files. So far they haven't published the new specification and I haven't had time yet to try to figure it out. The best thing you can do is to use an older version of TSRW, and/or go to the TSR forums and request they update the WSO specs so I can update Toolkit.


For those who cannot find links to the older versions of TSRW? Where can we download them
Test Subject
DELETED POST
27th Sep 2015 at 8:35 AM
This message has been deleted by TS3Guy. Reason: Found The Solution
Test Subject
DELETED POST
5th Oct 2015 at 8:29 AM
This message has been deleted by Myakka. Reason: Posted thanks instead of reply
Test Subject
#248 Old 5th Oct 2015 at 8:30 AM
Say, TS3guy, what is the solution, anyway?
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