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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
304 Comments / replies (Who?) - 16 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: 729 · 20th Dec 2018
75.4 KB 729 20th Dec 2018
MeshToolKitSourceV1.4.9.zip | Source files, not needed to use program

Size: 202.7 KB · Downloads: 757 · 20th Dec 2018
202.7 KB 757 20th Dec 2018
MeshToolKit_1_4_9_0.zip | Extract folder and run MeshToolkit.exe

Size: 334.8 KB · Downloads: 3,016 · 20th Dec 2018
334.8 KB 3,016 20th Dec 2018
MeshToolKit_1_3_0_0.zip

Size: 255.5 KB · Downloads: 18,578 · 13th Feb 2013
255.5 KB 18,578 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:
 
304 Comments / Replies (Who?) - 207 Feedback Posts, 86 Thanks Posts
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Ms. Byte
Original Poster
#26 Old 3rd Aug 2012 at 5:18 PM
You mean automatically making a lower lod mesh from a higher one? Milkshape has a built-in tool that works well and here's a tutorial from Bloom on how to use it:

http://www.modthesims.info/showthread.php?t=429672

You can use the Toolkit Auto-bones tool to do the bone assignments using the lod1 mesh as reference if necessary, and make the morphs with Auto-morph.

While I'd like to add this to Toolkit, I'm afraid the math involved is beyond me at this time.
Blenderized to Pieces
retired moderator THANKS POST
#27 Old 3rd Aug 2012 at 6:17 PM
Thanks Cmar! I look forward to trying this out next time I work on a mesh. This should make the morph creation much easier! :0)
Test Subject
#28 Old 3rd Aug 2012 at 8:17 PM
I know you've probably heard it a thousand times, but
I REALLY LOVE YOU!!!!
XD
Lab Assistant
THANKS POST
#29 Old 4th Aug 2012 at 9:06 AM Last edited by Cat_Kira : 4th Aug 2012 at 10:07 AM.
CmarNYC
Thank you so much!

but...
there are some problems...
Ms. Byte
Original Poster
#30 Old 4th Aug 2012 at 4:45 PM Last edited by CmarNYC : 5th Aug 2012 at 5:41 AM.
Thanks for reporting this, Kira.

What did you use as the reference mesh? The dog body or another accessory? Dog body would probably give better results - a collar won't have all the bones you need for the scarf to fit over the shoulders and chest.
Lab Assistant
THANKS POST
#31 Old 6th Aug 2012 at 12:28 PM
CmarNYC
Yes, I have tried almost all options and base meshes and was able to do everything as it needed, your programm works great!
But the problem with the fur spoil all work =))
Ms. Byte
Original Poster
#32 Old 6th Aug 2012 at 5:11 PM
Do you mean clipping in the fur? As far as I can tell, the fur is a morph so it's not easy to tell where to position your accessory and it may not look right with different fur lengths. The collars don't seem to morph, they're a separate head/neck mesh. It may be possible to tie an accessory morph to the fur morph but I haven't gotten that far yet.

If it's something else, please let me know - I'm working on Pets-specific tools on and off.
Test Subject
THANKS POST
#33 Old 7th Aug 2012 at 12:38 AM
can someone please tell me what this does?
Scholar
#34 Old 7th Aug 2012 at 1:04 AM Last edited by 9b8ll : 7th Aug 2012 at 9:59 AM.
I'm Sorry I have to report this, but the some of the auto assign morphs works well. I tested this and the only problem so far is when I Use any kind of pregnant base mesh and reference it crashes. It doesn't matter how I try the lods are blank. when I don't use the pregnant morph as a reference , the fit, fat and thin works perfectly so far.
Ms. Byte
Original Poster
#35 Old 7th Aug 2012 at 2:41 AM
I've tested and haven't had this happen with pregnant morphs. Could you upload one of the reference base mesh/pregnant morph mesh pairs you've had crashing with?
Scholar
#36 Old 7th Aug 2012 at 10:16 AM
Okay, Here's the base mesh, base reference mesh & the pregnant reference mesh.
Download - please read all instructions before downloading any files!
File Type: 7z afBottomNude_special (BEGO).7z (190 Bytes, 18 downloads)
File Type: 7z 9b_afBottomPantsCapri_cargo_lod1 (Base Mesh).7z (26.6 KB, 15 downloads)
File Type: 7z afBottomNude_lod1 (Reference Mesh).7z (17.3 KB, 16 downloads)
Ms. Byte
Original Poster
#37 Old 7th Aug 2012 at 2:52 PM
The problem is that there's no actual morph in that BGEO - the game has no nude pregnant morph but there's an empty BGEO. (There's a LOT of empty or non-functional files that came with the game.) The popup asking which lod you want to use comes up empty because there's no data available - I'll change that in the next version to specifically tell the user what the problem is.

I'm attaching the BGEO for the custom pregnant nude bottom that's available here on MTS: http://www.modthesims.info/download.php?t=371019
Download - please read all instructions before downloading any files!
File Type: zip S3_067caa11_00000000_EEB08F551B765EAF_afBottomNude_special_EA.zip (1.3 KB, 22 downloads)
Scholar
#38 Old 7th Aug 2012 at 11:05 PM
Yay! It worked perfectly! And thanks for the link.
Test Subject
#39 Old 12th Aug 2012 at 5:42 AM
OMFG OMFG OMFG
A thousand flapping thanks, each perfectly-shaped
Lab Assistant
THANKS POST
#40 Old 12th Aug 2012 at 4:55 PM
This tool is so amazing, it kinda saved my ass!

It's...oh my god. Thank you so so so much!
You are, by far, the most amazing person ever ♥
Lab Assistant
#41 Old 13th Aug 2012 at 10:55 PM
I got a little problem or glitch when I franken meshed my outfit.

http://i47.tinypic.com/2u7qfpe.jpg

There is a gap between her neck and her head...Not quite sure what to do now.
Ms. Byte
Original Poster
#42 Old 14th Aug 2012 at 3:12 AM
That's a meshing problem -you need to match up the neck to the head in Milkshape. Are you converting an adult mesh to teen or vice-versa? This is a common problem with conversions.
Lab Assistant
#43 Old 14th Aug 2012 at 9:30 AM
Quote:
Originally Posted by CmarNYC
That's a meshing problem -you need to match up the neck to the head in Milkshape. Are you converting an adult mesh to teen or vice-versa? This is a common problem with conversions.


No, I just took a shirt-mesh and put the jacket on it. I didn't change anything on the shirt, that's why I'm so clueless why this happened
Ms. Byte
Original Poster
#44 Old 14th Aug 2012 at 12:02 PM
Does the gap change when you change the fat/fit/thin sliders? Have you tried combining the meshes in Milkshape with no morphs and seeing if the gap appears without using Frankenmesh?
Interstellar Traveler
THANKS POST
#45 Old 25th Aug 2012 at 6:25 PM
Congrats on the feature, Cmar! :D
Ms. Byte
Original Poster
#46 Old 25th Aug 2012 at 11:50 PM
Thanks! I'm very happy about it.
Banned
THANKS POST
#47 Old 26th Aug 2012 at 2:45 AM
Congratulations on getting featured. It's well deserved!
Test Subject
THANKS POST
#48 Old 26th Aug 2012 at 7:44 AM
I don't know why I didn't see this when you first uploaded it, but THANK YOU! I think you've just made my life a lot easier. And thanks for the great tutorial, too.
Top Secret Researcher
THANKS POST
#49 Old 26th Aug 2012 at 12:33 PM
*Smashes the thanks button* This will give me something new to try out, thanks!
Instructor
#50 Old 26th Aug 2012 at 8:01 PM
This is amaaaaazing! I wonder if you would also be able to make a bone tool that will allow us to make new bone-based sliders. Delphy's original tool broke when the Pets patch came out and it hasn't been updated since.

If you could come out with a new tool, that would be awesome!

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