MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

Featured upload! Meshing Toolkit - version 1.4.9 uploaded 12/20/2018

by CmarNYC Posted 26th Jul 2012 at 2:58 PM - Updated 20th Dec 2018 at 3:05 PM by CmarNYC
296 Comments / replies (Who?) - 14 Feedback Posts, 7 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
MeshToolKit_1_3_0_0.zip 255.5 KB 18,001 13th Feb 2013
MeshToolKit_1_4_9_0.zip | Description: Extract folder and run MeshToolkit.exe 334.8 KB 1,616 20th Dec 2018
MeshToolKitSourceV1.4.9.zip | Description: Source files, not needed to use program 202.7 KB 469 20th Dec 2018
XmodsDataLibTS3Source12-20-2018.zip | Description: Source files, not needed to use program 75.4 KB 457 20th Dec 2018
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:
 
296 Comments / Replies (Who?) - 200 Feedback Posts, 86 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Page 12 of 12
Test Subject
THANKS POST
#276 Old 30th Oct 2016 at 4:43 AM
Thanks
Test Subject
THANKS POST
#277 Old 13th Nov 2016 at 1:02 AM
Thank you
Lab Assistant
THANKS POST
#278 Old 5th May 2017 at 11:23 AM
"You have not selected a valid mesh with a base meshgroup"
Thanks a lot
Test Subject
#279 Old 4th Jul 2017 at 6:32 PM Last edited by tyraKeiraSims : 4th Jul 2017 at 7:53 PM. Reason: aditional info
I get the "You have not selected a valid mesh with a base meshgroup." error as well when using a mesh imported from Milkshape. When I try to import the wso file edited in blender, I get


This happens even if I dont change the mesh at all, just import to blender/milkshape and then save as wso file. I feel like I'm doing a noob mistake but I have no idea what's going on here.
Ms. Byte
Original Poster
#280 Old 5th Jul 2017 at 8:51 AM
If you're using a recent version of TSRW, it exports a WSO version that's not supported by Toolkit. I requested the updated format from them ages ago with no response. If you're using an old, pre-TS4, version, please upload the WSO you're having problems 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
#281 Old 6th Jul 2017 at 2:23 PM
Quote:
Originally Posted by CmarNYC
If you're using a recent version of TSRW, it exports a WSO version that's not supported by Toolkit. I requested the updated format from them ages ago with no response. If you're using an old, pre-TS4, version, please upload the WSO you're having problems with.

You are correct, I was using the newest version of Workshop. No wonder I had troubles with the Toolkit!
I made another mesh using the simgeom files instead and while everything seems okay when I try to assign bones in the Toolkit, the Milkshape says "No bone file reference found" when I import it again. I'm very sorry for bothering you again, but do you perhaps have any idea what went wrong this time?
Thank you for your help and again, sorry for bothering you so much.
Ms. Byte
Original Poster
#282 Old 6th Jul 2017 at 5:01 PM
You're using Wes Howe's import plugin, right? That's an informational message telling you there's no skeleton file for the mesh and Milkshape will use a default skeleton. In the TS3 game files, there are separate skeleton files for the meshes so MS looks for one, but 99% of the time you don't have it available so it's not found. Skeletons associated with a mesh may have adjustments, especially if it's a child or toddler mesh, but I've never seen them make a significant difference for meshing purposes.

Long story short, just click okay and ignore 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
#283 Old 28th Jul 2017 at 5:10 AM
Thank you for this Toolkit, Cmar, I never would have been able to make new clothes without it!
Test Subject
THANKS POST
#284 Old 19th Oct 2017 at 9:56 AM
Thank you again Cmar, I am very new to modding and now altering meshes I don't think I could do it without your tools.
Lab Assistant
DELETED POST
8th Feb 2018 at 5:40 AM
This message has been deleted by cows. Reason: wrong
Lab Assistant
#285 Old 8th Feb 2018 at 5:41 AM
Hello, can anyone please help me. I can't run the program. I was able to use this program in the same computer where I am trying to run it now multiple times in the past with no problems. I have seriously no idea what could be the problem. I already re-downloaded and re-installed .NET 3.5 and tried everything I could think of (such as running the program with administrator's privileges and such.) Thank you.
Ms. Byte
Original Poster
#286 Old 8th Feb 2018 at 11:43 AM
Quote:
Originally Posted by cows
Hello, can anyone please help me. I can't run the program. I was able to use this program in the same computer where I am trying to run it now multiple times in the past with no problems. I have seriously no idea what could be the problem. I already re-downloaded and re-installed .NET 3.5 and tried everything I could think of (such as running the program with administrator's privileges and such.) Thank you.


What happens when you try to run it? Did you reboot?

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
Lab Assistant
#287 Old 8th Feb 2018 at 6:11 PM Last edited by cows : 18th Feb 2018 at 1:47 AM.
Quote:
Originally Posted by CmarNYC
What happens when you try to run it? Did you reboot?


Hi Cmar. Basically I click on the program and it does nothing. I already re-downloaded the program multiple times. Rebooted, and shut down my PC. I thought it was from not having TS3 installed, but I recently re-installed TS3 and the situation is the same. A couple of years ago I used the program to add preg-morphs to TS3 clothing; now I wanted to try my hand at converting TS3>TS2. The thing that puzzles me the most is that the program did work in the past in my computer. I will try to run it in my laptop. Perhaps there's something wrong with the 3.5 .NET Framework in my computer. I will come back and write how it goes in the laptop in a couple of days.

Edit: 17/02/17 - Hello again. Indeed, the problem is in just my gaming computer and the program works fine in my crappy laptop.
Test Subject
#288 Old 19th Apr 2018 at 2:16 PM
Default Error Message
First of all, thank you so much for creating this program!
I recently wanted to create my first own clothing (to be specific, a bridle for my horse sims) and use this programs Auto-assign Bones function. As soon as I select my modified WSO mesh, as well as my reference mesh and hit the 'Do Assignments and Save' button, I get this error message:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at WindowsFormsApplication1.Toolkit_MainForm.AutoWSOboneGo_button_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
MeshToolKit
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///A:/Programme%20(86x)/Electronic%20Arts/Die%20Sims%203%20CC%20Programs/MeshToolKit_1_3_0_0/MeshToolKit.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
XmodsDataLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///A:/Programme%20(86x)/Electronic%20Arts/Die%20Sims%203%20CC%20Programs/MeshToolKit_1_3_0_0/XmodsDataLib.DLL
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8825 (WinRelRS3.050727-8800)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
XmodsToolsLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///A:/Programme%20(86x)/Electronic%20Arts/Die%20Sims%203%20CC%20Programs/MeshToolKit_1_3_0_0/XmodsToolsLib.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


What is causing this? And what can I do, to get it work?

Additional Information that might help:
- I have .NET 3.5 and 4.7 installed
- My TSRW version is 2.2.56
- both meshes have the same group count.
- I use Blender to modify or make a new mesh and then use Milkshape to convert the .obj file into a .wso file to be able to use it in Mesh Toolkit and TSRW.
- I get the same error message by every .wso file (no matter if modified or not) even if I just want to Examine WSO under TSRW tools.
Ms. Byte
Original Poster
#289 Old 19th Apr 2018 at 10:41 PM
TSRW changed the format of the WSO since Toolkit was written, and they're no longer compatible. That's probably what's causing your problem. As a workaround you could try exporting the package from TSRW, export the GEOM, do the bone assignments with the auto GEOM tool, and import the GEOM back into the package. Or if you can find an old version of TSRW (2.0 or so) you should be able to use the WSOs.

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
#290 Old 20th Apr 2018 at 10:02 AM
Thanks for your quick answer!
There is not by any chance a site with the older TSRW versions listed? (I always get redirected to the latest version)
Otherwise I'll try the other method you explained I have 3 different GEOM's one with _lod1, then one with _lod2, and one with _lod3. Is this the level of detail? Because I guess I'll then have to export and import each one of them right?

Thanks a lot for the help! Hope to get my first clothing working \o/
Ms. Byte
Original Poster
#291 Old 20th Apr 2018 at 3:33 PM Last edited by CmarNYC : 20th Apr 2018 at 4:04 PM.
Well, um. I downloaded the latest TSRW (2.2.59) and the TS3 WSO meshes I export from that work fine with Toolkit. I don't have a good explanation - either they're using the old WSO format now for TS3 stuff for compatibility but Milkshape is exporting a different version of WSO, or I was mistaken about the format change despite seeing posts complaining about it. Anyways, first you could just update your TSRW but I doubt that's the problem. Then you can check that the TSRW Milkshape plugin is exporting the right version of WSO by replacing them with the old plugins I've attached below. And make sure your mesh includes all 5 groups: base, fat, fit, thin, pregnant. If that doesn't help, please attach a zip of the custom and reference WSO meshes you're trying to use.

Edit: I tried exporting a WSO for a TS4 mesh and yes, there's a new format but they're using the old one for TS3. And the Milkshape plugins work for the TS3 version but not the TS4 version.
Download - please read all instructions before downloading any files!
File Type: zip Milkshape WSO plugins old 10-23-2012.zip (77.7 KB, 26 downloads)

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
#292 Old 19th Dec 2018 at 6:44 PM
Quote:
Originally Posted by CmarNYC
To use the 'Add Morphs to Clothing/Hair' tab;

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

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


I know it's been many years now, but is there any chance you could upload that new version of Toolkit or source even if it's not yet complete? The Autocreate Morph BGEO was the feature that I was looking for and alas, the "select file" button does not work
Ms. Byte
Original Poster
#293 Old 20th Dec 2018 at 3:12 PM
Quote:
Originally Posted by Shadowlord
I know it's been many years now, but is there any chance you could upload that new version of Toolkit or source even if it's not yet complete? The Autocreate Morph BGEO was the feature that I was looking for and alas, the "select file" button does not work


I've uploaded the latest version of this tool, and thanks for reminding me after all this time! Embarrassingly I've forgotten the details of this project, including that there doesn't seem to be an "Autocreate Morph BGEO" function - maybe it's the Autocreate Morph Mesh tab? If for some reason you need a BGEO you can create the morph meshes and then create a BGEO from them.

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
Lab Assistant
#294 Old 15th Feb 2019 at 4:10 AM
Quote:
Originally Posted by tyraKeiraSims
I get the "You have not selected a valid mesh with a base meshgroup." error as well when using a mesh imported from Milkshape. When I try to import the wso file edited in blender, I get


This happens even if I dont change the mesh at all, just import to blender/milkshape and then save as wso file. I feel like I'm doing a noob mistake but I have no idea what's going on here.


I know this is late but my answer might help others. I was using this with some clothing for Sims 3 that I made and had exported each morph as its own separate file: base, fat, thin, fit, and special. When I loaded the base mesh I could transfer the bones, no problem. But, if I loaded, for instance, the fat morph, I got the same error as you did. Seems the only mesh that can be assigned bones is the base mesh. Well, the other morphs need bones assigned, too. The answer to that, at least for me, was to go to the Auto-create Morphs tab, load my groups_base file that I just assigned bones to, and use Meshing Toolkit to make the other morphs. All morphs, including the pregnancy morph, will be made and the bones will be transferred as well, too. In other words, this tool is so amazing that all you need to do is make your base mesh and Meshing Toolkit will do everything but make your textures and package it all into a package or Sims3Pack file for you.
Lab Assistant
THANKS POST
#295 Old 15th Feb 2019 at 4:22 AM
Just discovered this tool and seriously wondering where it's been all my life! Quick question: does this work for objects or just CAS items? Particularly, does it work for items such as stoves and fridges that tend to have a lot of joint assignments since sims interact with them?
Ms. Byte
Original Poster
#296 Old 15th Feb 2019 at 5:42 PM
Quote:
Originally Posted by mirabellarose
Just discovered this tool and seriously wondering where it's been all my life! Quick question: does this work for objects or just CAS items? Particularly, does it work for items such as stoves and fridges that tend to have a lot of joint assignments since sims interact with them?


This is strictly for CAS items, sorry.

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
Page 12 of 12