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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?) - 19 Feedback Posts, 6 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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Test Subject
#251 Old 7th Oct 2015 at 2:38 PM
Very useful !
But when I'm trying to add bones assigment to hat hair with .wso, it doesn't work because the .wso has two parts, one that is the hat mesh, and one that is he hair mesh. Do you know if it is possible to do this ?
Ms. Byte
Original Poster
#252 Old 11th Oct 2015 at 7:21 PM
Quote:
Originally Posted by shimy-dim
Very useful !
But when I'm trying to add bones assigment to hat hair with .wso, it doesn't work because the .wso has two parts, one that is the hat mesh, and one that is he hair mesh. Do you know if it is possible to do this ?


I'm not sure what you mean. If you're using the auto-bone tool and there are two WSO meshes, you'd run the tool on each mesh. If you're using the latest TSRW, the WSO meshes it makes are a new version that's not supported by 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
Inconceivable!
#253 Old 22nd Oct 2015 at 5:41 AM
Hi there. I encountered an error with the "Match Bones at Seams" tool. I am working on a set of underwear meshes, and I wanted to fix that tiny gap that occurs at the waist when you export from Milkshape. Matching bones at seams worked perfectly to fix my bra mesh, but for the undies it's throwing me an "Index was outside the bounds of the array" error message. I'm using the base game nude bottom mesh as a reference, just like I used the base game nude top mesh as reference for the bra. I tried it with a different reference mesh as well, but it still didn't work (so I'm fairly certain it's my mesh that's broken, lol). However, any insight would be appreciated! Thank you for the awesome program, Cmar.
Ms. Byte
Original Poster
#254 Old 23rd Oct 2015 at 9:51 PM
Quote:
Originally Posted by Buckley
Hi there. I encountered an error with the "Match Bones at Seams" tool. I am working on a set of underwear meshes, and I wanted to fix that tiny gap that occurs at the waist when you export from Milkshape. Matching bones at seams worked perfectly to fix my bra mesh, but for the undies it's throwing me an "Index was outside the bounds of the array" error message. I'm using the base game nude bottom mesh as a reference, just like I used the base game nude top mesh as reference for the bra. I tried it with a different reference mesh as well, but it still didn't work (so I'm fairly certain it's my mesh that's broken, lol). However, any insight would be appreciated! Thank you for the awesome program, Cmar.


Yes, could be your mesh - could you attach it so I can take a look?

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
#255 Old 30th Nov 2015 at 7:47 AM
I keep getting the 'you have not selected a valid mesh with a base meshgroup' error, and I have no idea what to do. Please help!
Ms. Byte
Original Poster
#256 Old 9th Dec 2015 at 9:26 PM
Quote:
Originally Posted by niezyc
I keep getting the 'you have not selected a valid mesh with a base meshgroup' error, and I have no idea what to do. Please help!


I need more information - a screenshot so I can see exactly what you were doing, and the mesh you're trying to modify. The problem is probably exactly what the error says - you're giving Toolkit a mesh with no part it can identify as a base mesh in 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
THANKS POST
#257 Old 18th Dec 2015 at 6:01 AM
I know I'm super late but thank you for this.
But I'm getting this error: Unhandled exception has occurred in your application. If you click continue the application will ignore this error and attempt to continue. If you quit the application will close immediately
Index was outside the bounds of the array.
Ms. Byte
Original Poster
#258 Old 18th Dec 2015 at 4:21 PM
Quote:
Originally Posted by conversefan97
I know I'm super late but thank you for this.
But I'm getting this error: Unhandled exception has occurred in your application. If you click continue the application will ignore this error and attempt to continue. If you quit the application will close immediately
Index was outside the bounds of the array.


Please post exactly what you were trying to do when you got the error, a screenshot if possible, and the mesh(es) you were working with.

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
THANKS POST
#259 Old 18th Dec 2015 at 5:31 PM
I'm trying to convert this sweater for children
http://simsimi-only-mine.tumblr.com...-pose-mesh-edit
and using a base game jacket for children for a ref mesh.

And when I try to auto-assign bones I get this message
http://s664.photobucket.com/user/co...sstrtw.jpg.html
But when doing create auto morphs it works
Test Subject
#260 Old 25th Dec 2015 at 7:15 PM Last edited by Euanko : 25th Dec 2015 at 7:20 PM. Reason: sorry Typo error.
It's almost 3 years from now. The 'To-do for a future version' is not yet available. Will you still continue to update this toolkit?
Quote:
To-do for a future version
Extend the copy data, mesh mirror, and auto UV functions to TSRW WSO
Add a mesh trouble-shooter
Add a shader editor
Add conversion from .sims3pack to .package
Ms. Byte
Original Poster
#261 Old 26th Dec 2015 at 12:54 PM
Quote:
Originally Posted by Euanko
It's almost 3 years from now. The 'To-do for a future version' is not yet available. Will you still continue to update this toolkit?


You're right, I need to change that list since I'm no longer developing this tool. If there's something quick that people especially need I can look into doing 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
#262 Old 28th Dec 2015 at 1:55 PM Last edited by Euanko : 28th Dec 2015 at 2:29 PM.
Yess!! This tool is great!..
However..
I would like to reiterate the issues about Cat_Kira on furs but I have my own different ways. I know less about this morph GEOMs and I fill dumb about it. If possibly can you export GEOM furs as obj. I was able to import this GEOMs on blender and milkshape but they seemed to be distorted. I assumed that it lacks its base mesh for possible positions.
Test Subject
#263 Old 31st Dec 2015 at 3:19 PM
Quote:
Originally Posted by CmarNYC
I'm not sure what you mean. If you're using the auto-bone tool and there are two WSO meshes, you'd run the tool on each mesh. If you're using the latest TSRW, the WSO meshes it makes are a new version that's not supported by Toolkit.

Oh ok thank you, maybe it's because TSRWS... I need to find an older version, thank you so much
Test Subject
THANKS POST
#264 Old 9th Jan 2016 at 10:30 PM
Thank you very much!
Test Subject
#265 Old 2nd Mar 2016 at 2:52 AM
This tool is really great! It's enabled idiots like me to create custom clothing XD
I'm having a little problem, though. When I try to create a Frankenmesh using 3 meshes, complete with everything except the special morphs, I get the error that was mentioned a bit back in the comments (the FixUnusedBones problem) that you said you fixed. I checked, and I have the most recent version. I also tried to scan the base meshes for bone issues, but got the message "This mesh bone list does not include all assigned bones. This problem cannot by fixed by Mesh Toolkit."
I can upload the folder if that's helpful. Thanks!
Ms. Byte
Original Poster
#266 Old 4th Mar 2016 at 5:17 PM
Quote:
Originally Posted by BlazeGirl12
This tool is really great! It's enabled idiots like me to create custom clothing XD
I'm having a little problem, though. When I try to create a Frankenmesh using 3 meshes, complete with everything except the special morphs, I get the error that was mentioned a bit back in the comments (the FixUnusedBones problem) that you said you fixed. I checked, and I have the most recent version. I also tried to scan the base meshes for bone issues, but got the message "This mesh bone list does not include all assigned bones. This problem cannot by fixed by Mesh Toolkit."
I can upload the folder if that's helpful. Thanks!


Yes, if you'd upload the set of meshes you're trying to use, that would be very helpful. Thanks!

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
#267 Old 7th Mar 2016 at 3:53 AM
Quote:
Originally Posted by CmarNYC
Yes, if you'd upload the set of meshes you're trying to use, that would be very helpful. Thanks!

Here they are. I included each of the three simgeom files I'm trying to match up (LOD1), both the original exports and the files after I ran them through the tangent fixer. I know I screwed up the bones somewhere in there, I just don't know where. :P
Download - please read all instructions before downloading any files!
File Type: zip amBodyCHNHighEndFrankenmeshProject.zip (227.5 KB, 8 downloads)
Description: Contains .simgeom files generated by following Frankenmesh tutorial (before and after tangent fix)
Ms. Byte
Original Poster
#268 Old 11th Mar 2016 at 9:07 PM
Quote:
Originally Posted by BlazeGirl12
Here they are. I included each of the three simgeom files I'm trying to match up (LOD1), both the original exports and the files after I ran them through the tangent fixer. I know I screwed up the bones somewhere in there, I just don't know where. :P


How did you create these meshes? They have no valid bone assignments - that information must have gotten lost somewhere along the line. You can fix this without recreating the meshes by using Toolkit's Auto tools for GEOM / Auto-assign Bones to replace all the bone assignments, using a similar full-body mesh from the game as reference. However, there are other problems - there are no normals (you can select the entire mesh in Milkshape and do Vertex / Align normals to fix that, but it won't look right without more work), and there's no shader (you'd have to add one in Milkshape by copying the group comments from another mesh).

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
THANKS POST
#269 Old 6th May 2016 at 12:12 AM
I'll give this a try! Looks a little bit complicated to a newb like me, but I'll still follow the tuts and try it out!
Test Subject
#270 Old 28th May 2016 at 5:46 PM
Hi! I'm making my first attempt at creating clothing for TS3, and me being me, I decided to try to frankenmesh the thing. Everything has been working as well as it probably can for a beginner until I try to combine the meshes and update and combine the morphs. After I press "Update morphs, Renumber, Combine, and Save" I get this error:



I followed your tutorial on Frankenmeshing and importing and exporting GEOMS with Blender. I first thought it might be something with the file being wonky or something (I have managed to press buttons in Blender without knowing what they do), but I tried others where I made minimal changes to the mesh with the same error appearing. What could cause this?
Thanks for all these tools!
Ms. Byte
Original Poster
#271 Old 28th May 2016 at 6:22 PM
Quote:
Originally Posted by TheaiNyx
Hi! I'm making my first attempt at creating clothing for TS3, and me being me, I decided to try to frankenmesh the thing. Everything has been working as well as it probably can for a beginner until I try to combine the meshes and update and combine the morphs. After I press "Update morphs, Renumber, Combine, and Save" I get this error:

I followed your tutorial on Frankenmeshing and importing and exporting GEOMS with Blender. I first thought it might be something with the file being wonky or something (I have managed to press buttons in Blender without knowing what they do), but I tried others where I made minimal changes to the mesh with the same error appearing. What could cause this?
Thanks for all these tools!


What that message means is that the mesh is not the format expected by Toolkit or that something is missing from it. I'd have to look at the problem mesh, know whether it's a base or morph, and maybe see the other meshes in order to see exactly what's going on and suggest how to fix it. Can you upload the meshes?

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
#272 Old 29th May 2016 at 1:45 PM
Quote:
Originally Posted by CmarNYC
What that message means is that the mesh is not the format expected by Toolkit or that something is missing from it. I'd have to look at the problem mesh, know whether it's a base or morph, and maybe see the other meshes in order to see exactly what's going on and suggest how to fix it. Can you upload the meshes?


Well I tried importing the .simgeom file that I've put into the toolkit when trying to do what I described in my earlier post into Blender, only to get an error and no mesh showing up - but other, unchanged, meshes work. Other than that file, I've included the .blend file where everything shows up fine.
I originally used daluved1's tutorial on CAS creation, where I extracted the mesh for the coat with CTU (afBodySeasonJacketButton is the name of it in s3pe, after I extracted it from CTU it got the name beginning with 015). The other mesh (nude bottom) is exported straight from S3PE however.
I included the morphs though I haven't done anything with them.

In Blender when you load the .blend file you'll probably notice that there is a piece of orange outline not actually connected to the mesh while in object mode (there's no trace of that in edit mode) - I don't know what exactly caused it, but I do know that I messed up pressing some key while having the vertices selected and among other things could move the vertices around without the mesh following. I assumed it was fixed when I used ctrl-z and I could resume manipulating the mesh using the same vertices.
Other than that, I haven't (consciously) done anything besides moving vertices to get the shape I wanted, and delete loose vertices which solved an issue I had previously.

Also, I don't know if you can tell me what's wrong here, since the issue is with Cmo's import/export plugin, but since it's about the same file as the one the toolkit has issues with here's the error I get from blender trying to import it:
Download - please read all instructions before downloading any files!
File Type: rar frankenmeshedcoat.rar (346.6 KB, 3 downloads)
Ms. Byte
Original Poster
#273 Old 30th May 2016 at 3:03 PM
From looking at the .simgeom in a hex editor, it looks like the file ends after the data describing the vertex format - in other words, the file is cut off and all the actual mesh data is missing. Maybe it got corrupted somehow in the export. Since you have the blend file possibly you could try the export again. I can't really help you with that since I don't use Blender, and when I tried using it for TS3 quite a while ago I never could get the import/export to work well. Unfortunately cmo doesn't seem to be supporting this any more but from looking at the plugin thread, maybe this comment would help to you to make sure you have a compatible version of Blender and are exporting correctly, by selecting the original mesh file when you export: http://www.modthesims.info/showthre...618#post4589618

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Test Subject
THANKS POST
#274 Old 31st May 2016 at 1:15 PM
Ok, thanks! I'll try another Blender version as I'm unsure if the one I'm using is the correct one (I've been exporting to the original file so I don't think it's that)
Lab Assistant
THANKS POST
#275 Old 27th Aug 2016 at 10:04 AM
thank you
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