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Tested with Blender 2.8 (sub 72) Beta, any version released after may 30 2019 should work.
It appears to be working fine with Blender 2.81
Update 14/12/2019 - Version 1.02
- Fixed a division-by-zero error when UVs overlap in a single triangle
Update 30/5/2019 - Version 1.01
- Modified code to work with the final API changes, export works again
This tool aims to be a fully functional GEOM Import and export for Blender 2.8.
You should be able to work with any Sim/Pet mesh, for example; clothes, hair, accessories.
If something doesn't work please let me know and send me a private message with your blend file and traceback, without those I can't fix anything
This is an add-on for Blender 2.8 and will not work on older versions.
Blender 2.8 now has a stable release, get it at https://www.blender.org/
This add-on is installed like any other Blender add-on, to install it follow the menus as shown below.
Edit > Preferences > Add-ons > Install
Morphs can be imported from GEOM morph meshes, these can be extracted from BGEO files and the base GEOM file with Cmar's tool
Make sure you have your base mesh selected and import the morphs, you can select all morphs and import them all in one go, the morphs are imported as shape keys
Splitting UV seams
While Blender assigns UVs per polygon, GEOM files store them per vertex to save on performance. This means that every vertex can only have 1 UV coordinate. If the UV seams are not split you will probably find your exported UV maps all messed up.
Doing this changes the vertex order, make sure to renumber the vertices after this as described below.
start_id tells the add-on the vertex ID to start renumbering at.
Displayed to the right of it is the highest vertex ID and the amount of unique vertex IDs, these are updated after the 'Recalculate IDs' button is pressed.
Don't touch these if you don't plan on adding/removing vertices, this way the original vertex IDs are preserved.
Cleaning empty groups
TS3 does not seem to like GEOM files having bones that have no vertices assigned to them, pressing this button will remove these pesky empty bones from your mesh.
Rebuilding the FNV map
If you ever import something and vertex groups have names like 0xef89a3e3, you'll probably want to change those to their proper names.
To do this, you'll have to import the rig for the mesh in question, make sure the rig is selected and press the 'Rebuild Bonehash Database' button on the panel. After doing that select the mesh and press the 'Rename Vertex Groups' button on the same panel.
You will only have to do this once, as the bone names are added to a json file mapping the fnv32 hashes to names.
To export a mesh along with all it's morphs simply press the export button, on the export panel you will be able to choose your seam fix type.
Pick your age/gender group and LOD group and your seams will be fixed.
for the original rig importer that I adapted into this one, can be found here