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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?) - 20 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: 726 · 20th Dec 2018
75.4 KB 726 20th Dec 2018
MeshToolKitSourceV1.4.9.zip | Source files, not needed to use program

Size: 202.7 KB · Downloads: 755 · 20th Dec 2018
202.7 KB 755 20th Dec 2018
MeshToolKit_1_4_9_0.zip | Extract folder and run MeshToolkit.exe

Size: 334.8 KB · Downloads: 3,003 · 20th Dec 2018
334.8 KB 3,003 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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Page 4 of 13
Field Researcher
THANKS POST
#76 Old 6th Sep 2012 at 9:17 PM
Just downloaded the new version ^^ thank you so much!
Test Subject
#77 Old 10th Sep 2012 at 10:57 AM
Huge thanks for thouse wonderfool tool!
But I nave a big trouble when try to use it.
So, I have a two .wso meshes - original exported one and one with a slight test modification. I try to use Auto-Assing Bones tool for .wso, but no matter what reference mesh I choose, Toolkit always tells me "You have not selected a valid mesh with a base meshgroup" I don't know what to do with it.
Ms. Byte
Original Poster
#78 Old 10th Sep 2012 at 6:09 PM
Quote:
Originally Posted by TeaWitch
Huge thanks for thouse wonderfool tool!
But I nave a big trouble when try to use it.
So, I have a two .wso meshes - original exported one and one with a slight test modification. I try to use Auto-Assing Bones tool for .wso, but no matter what reference mesh I choose, Toolkit always tells me "You have not selected a valid mesh with a base meshgroup" I don't know what to do with it.


Did you possibly delete or rename the base meshgroup? If you open your .wso files in the TSRW Tools / Examine WSO tab, do they both have a base mesh listed? If they do, could you upload them both here for me to look at?
Test Subject
#79 Old 11th Sep 2012 at 7:18 AM
Quote:
Originally Posted by CmarNYC
Did you possibly delete or rename the base meshgroup? If you open your .wso files in the TSRW Tools / Examine WSO tab, do they both have a base mesh listed? If they do, could you upload them both here for me to look at?


Well, I don't know, may be it's something wrong with my copy of TSRW or I don't have some components in my system (it's Windows 7 Home basic), but never mind what exported .wso I try to examine with this tool (even a new one with no modifications), it always gives me an error, something like there aren't a link to the object (I could do a screen as well, but it's on russian).
Ms. Byte
Original Poster
#80 Old 11th Sep 2012 at 9:14 AM
Please upload a .wso mesh here so I can look.
Test Subject
#81 Old 11th Sep 2012 at 9:28 AM Last edited by TeaWitch : 11th Sep 2012 at 2:03 PM.
Ok, here it is. I just import the EA mesh from TSRW, do not change, but Examine tool crashes on it.
(Besides, I try several time with other EA CAS parts and always get the same result.)
Download - please read all instructions before downloading any files!
File Type: rar pfshoes_maryjanes.rar (9.6 KB, 11 downloads)
Ms. Byte
Original Poster
#82 Old 11th Sep 2012 at 4:37 PM Last edited by CmarNYC : 12th Sep 2012 at 3:13 AM.
Looks like TSRW uses different mesh names for meshes with no morphs, like the toddler and some of the child and hair meshes. I didn't know that, so thanks for pointing it out. I'm working on an update to Toolkit and should post it sometime today.

Edit: The fixed version is up.
Test Subject
#83 Old 12th Sep 2012 at 12:11 PM
Oh my, you've made me extremely happy! Huge thanks to you once more, now my mesh could work!
Sockpuppet
THANKS POST
#84 Old 12th Sep 2012 at 9:01 PM Last edited by BloomsBase : 12th Sep 2012 at 9:18 PM.
Thank you Cmar, your a GEM!

I did have some problems with autoboneassigning a GEOM were i unassigned the shoulder part.
All joints got assigned to just one joint, 100% R clavicle joint

Do you still have a toolkit version were we could pick a reference mesh?
Especially between nude tops and tops with sleeves there is a diffrence in jointassignements(shoulders) for proper animation
Ms. Byte
Original Poster
#85 Old 12th Sep 2012 at 11:40 PM
You can still pick a reference mesh unless something's not working right. *puzzled* And yes, a lot depends on picking a mesh that has the same bone structure. Also it may help to let it do interpolation.
Sockpuppet
#86 Old 13th Sep 2012 at 10:18 AM
oops.....i didn't look further then the Bone tools tab(used that option....) instead of the auto tools. im srry.
Sockpuppet
#87 Old 20th Sep 2012 at 12:12 PM
Wow, i tried the autoboneassignements option on a sims2 mesh(after converting the unassigned mesh and reference mesh to WSO format) and it works on those aswell
Best tool ever!
Ms. Byte
Original Poster
#88 Old 20th Sep 2012 at 1:44 PM
Thank you!!

I may be looking at sims 2 meshes since someone asked me to do a Toolkit for sims 2, so an auto-conversion is also something I'll keep in mind.
Sockpuppet
#89 Old 20th Sep 2012 at 10:39 PM
Test Subject
THANKS POST
#90 Old 22nd Sep 2012 at 12:51 AM
THanks sooo much cmar!
Test Subject
THANKS POST
#91 Old 25th Sep 2012 at 12:35 AM
Yay! This works with .wso files I use TSRW cuz it's simpler for me :B. Officially love you ♥
Lab Assistant
THANKS POST
#92 Old 9th Oct 2012 at 8:59 PM
Great work "CmarNYC" !

Although I have retired ,I think i will give it a try ...
especially the Tangent Tool *Great Idea* *NifTools for Sims,xD*
Test Subject
#93 Old 10th Oct 2012 at 9:19 PM
CmarNYC you're my hero :P
Lab Assistant
#94 Old 15th Oct 2012 at 8:12 PM
Hi Cmar
there is some problem with bones after using toolkit.
I spent 4-5 days and i can't do anything better, can you help me?
Ms. Byte
Original Poster
#95 Old 16th Oct 2012 at 12:54 AM
Interesting - the bone assignment looks smooth but obviously it's not moving right. Did you use a whole horse body that you put together from the horse body pieces? If so, possibly it needs to use a strip of the neck instead of the whole horse body. Could you upload the mane mesh so I can experiment?
Lab Assistant
#96 Old 16th Oct 2012 at 9:21 AM
Quote:
Originally Posted by CmarNYC
Interesting - the bone assignment looks smooth but obviously it's not moving right. Did you use a whole horse body that you put together from the horse body pieces? If so, possibly it needs to use a strip of the neck instead of the whole horse body. Could you upload the mane mesh so I can experiment?

oh... i use all variants, this variant with one piece (first, where only neck), this variant only is good, other awfull

yes, i can upload my mesh, sent to your pm

I also do not understand why the same mesh with the same binding can lead to different result binding
i mean that I sometimes get the correct binding, and sometimes under the same meshes perfectly curve
Ms. Byte
Original Poster
#97 Old 17th Oct 2012 at 5:33 PM
I don't really understand why Toolkit is getting that unevenness or why it's assigning so much of the mane to the shoulders and back. I'll have to look at it when I get time. There's another problem: since Toolkit assigns to the nearest vertices it's assigning the bottom of the mane to the foreleg and the animation really distorts when the horse runs. I tried using a long EA mane as reference but then the whole mane moves with the neck and looks awful. Something else you could try is making a low-poly version of the mane, assign bones and tweak them by hand if necessary, then use that as your reference.
Lab Assistant
#98 Old 18th Oct 2012 at 2:20 PM
i think i just make the mane shorter (is it correct in english XD )
because i tried to make low poligons mesh. and it was more awfull then high
Field Researcher
#99 Old 24th Oct 2012 at 8:11 AM
Default Got an error I haven't seen before.
This is more than likely something I've done while experimenting with some of the tools I've never used in MS3D. This is a rework of one of my earlier meshes that WORKS fine, but has a couple of things I'm trying to correct (backfaces on this one). Anyway, I get this error when trying to assign bones once I exported the mesh as a .WSO. PLEASE tell me there's an easy fix -- I spent all evening getting it to look how I want it to, corrected the UV map, and manually aligned the normals at the waist and neck seams. All was hunky-dory until I tried to create the morphs and give it bones.
Screenshots
Ms. Byte
Original Poster
#100 Old 24th Oct 2012 at 3:57 PM Last edited by CmarNYC : 13th Feb 2013 at 11:52 PM.
Assuming I've tracked down the error correctly, this is caused by the reference mesh having one or more faces with two of its vertex points in the same location. This probably shouldn't happen, but things aren't always ideal.

I changed the code to ignore the error and carry on - it shouldn't affect the outcome. Try the attached update - there's another couple of bug fixes in there and also the package file identifier function to name GEOMS, blends, etc in a package without file names that I'm working on. Please let me know if it works!

Edit: Latest versiion is now on the download page.
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