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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?) - 19 Feedback Posts, 5 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: 727 · 20th Dec 2018
75.4 KB 727 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: 3,010 · 20th Dec 2018
334.8 KB 3,010 20th Dec 2018
MeshToolKit_1_3_0_0.zip

Size: 255.5 KB · Downloads: 18,576 · 13th Feb 2013
255.5 KB 18,576 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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Lab Assistant
THANKS POST
#51 Old 26th Aug 2012 at 11:37 PM
Awesome!!!!
Blenderized to Pieces
retired moderator THANKS POST
#52 Old 27th Aug 2012 at 7:27 PM
Oh Heck Yea I'm using this! Thanks!
Scholar
THANKS POST
#53 Old 28th Aug 2012 at 1:45 AM
Woohoo!!! This featured is more than deserved! This tool is really AMAZING!! Congrats, CmarNYC!!!
Rabid Recoloring Renegade
retired moderator THANKS POST
#54 Old 28th Aug 2012 at 4:01 PM
I so want to learn how to make my own meshes. One day it will happen, and your tools will get me there. Thanks so much for everything you do.
Ms. Byte
Original Poster
#55 Old 28th Aug 2012 at 5:05 PM
Again thank you, everyone!
Test Subject
THANKS POST
#56 Old 28th Aug 2012 at 6:30 PM
Is This good for a newbie to use? I want to try my own skins.
Roger
Ms. Byte
Original Poster
#57 Old 28th Aug 2012 at 9:26 PM
Quote:
Originally Posted by GAminRoger
Is This good for a newbie to use? I want to try my own skins.
Roger


Do you mean skins as in assigning bone weights? If so, yes, all you need to use the auto-bone tool is your mesh and an EA or custom reference mesh that's as similar to it in shape as possible.
Instructor
#58 Old 28th Aug 2012 at 9:53 PM
Seems my message got lost at the end of the previous page! :D
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.

This space intentionally left blank...
Ms. Byte
Original Poster
#59 Old 29th Aug 2012 at 3:04 AM
Quote:
Originally Posted by Nukael
Seems my message got lost at the end of the previous page! :D
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.


Oh geez, I did see that but forgot to reply.

I'm assuming you mean that there are a bunch of new bones that aren't included in Delphy's tool? I made a new bone file for his tool that includes all the bones as of Pets, and it's attached. Just replace the 'bones.xml' in the BoneDeltaEditor folder with the one attached. I used Delphy's tool to make my pet tail length slider, details in my tutorial on pet bone sliders: http://www.modthesims.info/showthread.php?t=477927

And it's also something I'm considering adding to Toolkit - not just with complete bones but with a built-in tool for calculating rotations.
Download - please read all instructions before downloading any files!
File Type: zip Pets_updated_bones.zip (3.9 KB, 15 downloads)
Test Subject
#60 Old 29th Aug 2012 at 2:23 PM
I have problem with WSO Auto-Create morphs tool
I do my morphs with that tool
Check morphs with WSO examiner
Everything is fine vertices and faces match
BUT when I check my morphs in Milkshape there's vertex mismatch in morphs(morphs have lesser vertices) and of course TSRW refuses to use that WSO file
Is this a bug?
Ms. Byte
Original Poster
#61 Old 29th Aug 2012 at 2:35 PM
Quote:
Originally Posted by OeselIslander
I have problem with WSO Auto-Create morphs tool
I do my morphs with that tool
Check morphs with WSO examiner
Everything is fine vertices and faces match
BUT when I check my morphs in Milkshape there's vertex mismatch in morphs(morphs have lesser vertices) and of course TSRW refuses to use that WSO file
Is this a bug?


Please upload the WSO files before and after using the auto-morph along with the mesh you're using as reference, and I'll take a look.
Test Subject
DELETED POST
29th Aug 2012 at 3:27 PM
This message has been deleted by OeselIslander. Reason: Post no longer necessary
Instructor
#62 Old 30th Aug 2012 at 8:50 AM
Quote:
Originally Posted by CmarNYC
I'm assuming you mean that there are a bunch of new bones that aren't included in Delphy's tool?
Thanks for the file! But from what I can gather from the comment thread over at Jonha's sliders, it seems that something technical changed with the Sims skeleton, making the bone behavior erratic when using Delphy's tool.

The post from Jonha:
http://www.modthesims.info/download...745#post3807745

This space intentionally left blank...
Ms. Byte
Original Poster
#63 Old 30th Aug 2012 at 3:48 PM
Quote:
Originally Posted by Nukael
Thanks for the file! But from what I can gather from the comment thread over at Jonha's sliders, it seems that something technical changed with the Sims skeleton, making the bone behavior erratic when using Delphy's tool.

The post from Jonha:
http://www.modthesims.info/download...745#post3807745


It's not at all clear to me from that thread what if anything is wrong with the sliders since some people have problems and others don't and the only halfway consistent story is that the butt slider distorts the body. A lot of people seem to just not have a mod installed to increase number of sliders, or not the right one for their game version. It's possible that some bone names or positions have been changed since the skeletons were reworked for Pets, and when I get time I'll look into it and let you know.
Ms. Byte
Original Poster
#64 Old 30th Aug 2012 at 3:59 PM
Quote:
Originally Posted by OeselIslander
Here you go
First file is adult male nude bottom without morphs(bottom.wso)
As a reference same mesh with morphs which I extracted with TSRW(naked bottom LOD1.wso)
I use Match Morphs tool(Does this matter?) on result(bottom_morphs.wso)

BTW:
Thanks for quick reply


I was able to import the mesh 'bottom_morphs.wso' into Milkshape and TSRW with no problems, so no idea why you can't!

The Match Morphs function shouldn't be necessary but shouldn't do any harm or actually make any difference in this case.
Test Subject
#65 Old 30th Aug 2012 at 5:12 PM Last edited by OeselIslander : 30th Aug 2012 at 5:35 PM.
Sorry to bother again
I wonder do adding faces in Milkshape to base mesh and then auto morphing could cause problems with TSRW vertex data optimization?
Like with these files
Download - please read all instructions before downloading any files!
File Type: 7z male bottom_new.7z (59.4 KB, 10 downloads)
Test Subject
#66 Old 1st Sep 2012 at 4:29 PM
Hi Cmar, this tool is very useful, thank you very much!
I'm a TSRW user, and I used ur Auto-create morph for WSO files. The resulting mesh seemed to lack the uv from the reference mesh, and in the uv editor the uv coordinates were all over the place and shaped like a sphere. Is this normal?
Ms. Byte
Original Poster
#67 Old 2nd Sep 2012 at 1:48 PM Last edited by CmarNYC : 2nd Sep 2012 at 11:20 PM.
@OeselIslander and luluke0325: You both seem to have found a problem with handling the UV maps in the auto-morph tool. I think this is causing your import problem, OeselIslander, due to (maybe) a seam-splitting problem. Luluke0325, the reference meshes UV is not used but the original mesh's base UV should be duplicated in the morphs instead of looking like a ball of yarn a kitten's been playing with. I'll look into it and hopefully post an updated version of Toolkit very soon. Thanks for bringing this to my attention!

Edit: The import problem is not the UV. My best guess is that it's something in the mesh that TSRW doesn't like - I don't know yet what. You may be able to import by clicking 'No' when it asks whether to optimize the data.

Edit again: New version uploaded with the UV assignment corrected for WSO auto-morph.
Test Subject
#68 Old 3rd Sep 2012 at 8:53 AM
Quote:
Originally Posted by CmarNYC
@OeselIslander and luluke0325: You both seem to have found a problem with handling the UV maps in the auto-morph tool. I think this is causing your import problem, OeselIslander, due to (maybe) a seam-splitting problem. Luluke0325, the reference meshes UV is not used but the original mesh's base UV should be duplicated in the morphs instead of looking like a ball of yarn a kitten's been playing with. I'll look into it and hopefully post an updated version of Toolkit very soon. Thanks for bringing this to my attention!

Edit: The import problem is not the UV. My best guess is that it's something in the mesh that TSRW doesn't like - I don't know yet what. You may be able to import by clicking 'No' when it asks whether to optimize the data.

Edit again: New version uploaded with the UV assignment corrected for WSO auto-morph.
Thank you very much, the new version, let the problem solved! That's very kind of you!!!!!
Test Subject
#69 Old 3rd Sep 2012 at 4:58 PM
Quote:
Originally Posted by CmarNYC
@OeselIslander and luluke0325: You both seem to have found a problem with handling the UV maps in the auto-morph tool. I think this is causing your import problem, OeselIslander, due to (maybe) a seam-splitting problem. Luluke0325, the reference meshes UV is not used but the original mesh's base UV should be duplicated in the morphs instead of looking like a ball of yarn a kitten's been playing with. I'll look into it and hopefully post an updated version of Toolkit very soon. Thanks for bringing this to my attention!

Edit: The import problem is not the UV. My best guess is that it's something in the mesh that TSRW doesn't like - I don't know yet what. You may be able to import by clicking 'No' when it asks whether to optimize the data.

Edit again: New version uploaded with the UV assignment corrected for WSO auto-morph.

hi it's me again, sry for so much trouble....
I used the new auto-morph tool and it worked fine, but when i tried to import the resulting wso file into TSRW, a warning appeared: - - - - - - -No base group - - - - - - - - - - Unmatched number of vertices in group 'group_thin', got 5998 expected 7751- - - - - - -
sry again for the trouble, and thank you so much....
Lab Assistant
#70 Old 5th Sep 2012 at 8:10 AM
Got a Prob with the new 1.2 version... trying to do a frankenmesh. 1.1 screwed up the LOD2 fat morph mesh, but did a decent job on the other morphs. Wanted to re-do the LOD2 meshes (sticking to the Tutorial with other clothing mesh), but now I get an error msg (sorry, it's in German) : Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt bei Xmod.DataLib.GEOM.FixUnusedBones() bei WindowsFormsApplication1.Toolkit_MainForm.FrankensteinGo_button_Click(Object sender, EventArgs e)
Ms. Byte
Original Poster
#71 Old 5th Sep 2012 at 3:03 PM
@luluke and meyomey: Could you upload your before and after meshes and the reference mesh you were using so I can test on your data?

@luluke: Also, please try importing into TSRW by clicking 'no' when it asks whether to optimize the vertex data.
Lab Assistant
#72 Old 5th Sep 2012 at 10:36 PM
Cmar,

will do so gladly.

For a short explanation of the contents, I started with a cropped top (croptop*.simgeom, cloth*.blendgeoms), cropped it further almost to lewdness (edit-crop*.simgeom), also extracted (nude-lod*.simgeom) and cropped an afnude mesh (edit-nude*.simgeom)

Results from Mesh Toolkit 1.1 are named franked-lod*.simgeom (self-explanatory, -fixed indicates tangent fix applied). I already after-edited the resulting LOD1 fat mesh since the underlying remaining nude mesh poked through at a few spots as already expected from the tutorial. LOD2 fat is totally gone wrong - no critcism, most likely I picked crappy seams.

Thanks for your efforts
Torsten
Download - please read all instructions before downloading any files!
File Type: 7z croppedtop-f_stein.7z (373.5 KB, 8 downloads)
Ms. Byte
Original Poster
#73 Old 6th Sep 2012 at 7:02 AM
The error message is a bug in the latest version of Toolkit - thanks for pointing it out and I'm replacing the download with version 1.2.0.1 with this fixed.

The .blendgeoms for the cropped top don't have any morph data in them - if you use the BGEO Examine BGEO you'll see their section 3 parts have only one entry in them which means they only have data to morph one vertex. Where did you get them or how did you make them? That's why your lod 2 morphs don't look right. I see your lod1 morphs look fine so you must have had correct morphs at some point.
Lab Assistant
#74 Old 6th Sep 2012 at 11:11 AM
Quote:
Originally Posted by CmarNYC
The .blendgeoms for the cropped top don't have any morph data in them - if you use the BGEO Examine BGEO you'll see their section 3 parts have only one entry in them which means they only have data to morph one vertex. Where did you get them or how did you make them?


To be honest, I'm not sure... downloaded them some time ago. Guess I'll just use the LOD1 meshes/morphs as LOD2 instead.
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