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  • [Tools] SB3Utility Releases and Discussion

    Post anything related to SB3Utility, such as how to use it, requests, bugs, etc.
    Please let me know if I'm missing any links or if you want any links added through PM.
    You might also want to check out Illusion Wizzard & Morpher by darkhound for modding.

    I recommend using the Latest SB3Utility(GUI+Script) Version by enimaroah since I haven't updated SB3Utility in a long while.

    Pre-scripting Versions
    Spoiler

    SB3Utility Source Code: [MF Folder]

    Custom Versions
    SB3Utility_v0.9.18R10 by enimaroah
    SB3UtilityCustom v9.9 by bbas2011
    SB3UtilityAA by darkhound
    SB3Utility with 3D Studio Max + Okino Polytrans DirectX Import/Export by J1327 [Broken link]
    SB3Utility with Skeletal Animation Editing by profundis

    Supports: Battle Raper 2 (partially), Oppai Slider 2, RapeLay, Sexy Beach 3, SchoolMate (Figure/Trial/Retail), Artificial Girl 3 (Welcome/Retail), Digital Girl, Hako (Trial/Retail), SchoolMate Sweets, Esk Mate, @Home Mate (Figure/Trial/Retail), Yuusha (Trial/Retail), Real Girlfriend, SchoolMate 2 (Trial/Retail), Sexy Beach Zero, Characolle AliceSoft/BaseSon/Key (Benchmark/Retail), Artificial Academy (Trial/Retail except jch*.pp)
    3-D Formats: Metasequoia (text import/export, no normals, no skeleton), DirectX (binary & text import / text export), Collada (text import/export), FBX [recommended] (binary & text import / binary export), Ogre (binary export)

    Requires
    - Microsoft Visual C++ 2008 Redistributable Package (different from the editor)
    - .NET Framework 3.5 SP1 (different from the Compact Framework)
    - Latest DirectX 9.0c

    Changelog
    (v0.9.18) [SB3UtilityGlobals modified]
    - Reverted decryption algorithm to v0.9.15. Removed support for the compressed .pp format (jch*.pp)
    (v0.9.17) [SB3UtilityGlobals modified]
    - Fixed opening various .pp formats
    (v0.9.16) [SB3UtilityGlobals modified]
    - Added support for Best Collection and Artificial Academy
    - Fixed editing frame names again
    - Renderer will no longer throw an exception if a bone is missing
    Spoiler
    (v0.9.15)
    - Fixed morph export for .mqo
    - Fixed editing the name of frames that don't have meshes
    (v0.9.14)
    - Fixed importing Collada with matrix transforms and unused vertices
    (v0.9.13) [SB3UtilityGlobals modified]
    - Fixed DBNull errors when removing bones in the Mesh Object Editor
    - Importing Collada with Z-up will now be automatically converted to Y-up
    - Fixed importing Collada from Blender
    - The Editor now shows a selected image if no .xx tab is open
    - Importing .mqo now defaults to the CopyNear method for bones
    - Fixed replacing mesh objects when using the Merge option for a Mesh and added it as an option for Mesh Objects in the Workspace
    (v0.9.12) [SB3UtilityGlobals modified]
    - Fixed showing the number of mesh objects
    - Fixed error checking for bone operations
    (v0.9.11) [SB3UtilityGlobals modified]
    - Changed "Characolle Bench" to "Characolle AliceSoft" for .pp formats
    - Added support for Characolle BaseSon & Key versions and AA Trial (thanks to bbas2011)
    - Added bone operations (by pidey)
    (v0.9.10) [SB3UtilityGlobals modified]
    - Changed "Characolle Bench" to just "Characolle" for .pp formats
    - Collada importer can now parse empty visual scenes
    - Added support for .dxf, .3ds, and .obj
    (v0.9.9)
    - Fixed animations in the Renderer
    - The Object Tree tab in .xa Editors is now hidden since it isn't used
    (v0.9.8)
    - Fixed "Add Animations From XA Tab" not adding animations to the Workspace
    - Added ability to remove Animation Tracks in the Workspace
    - Removed resetting the Diffuse lighting value for the Renderer when opening a .xx file. Also, the value is now saved
    - Fixed the renderer showing exploded meshes for Rapelay and some others
    (v0.9.7) [SB3UtilityGlobals modified]
    - Fixed loading .xx textures in the renderer that aren't .bmp or .tga (thanks to varicham)
    - Replacing a mesh that has a base mesh no longer shows a warning about adjusting unknown data
    - Added a culling option for the renderer. Checked will render one side, and unchecked will render both sides of a face
    - Fixed the crashing when exporting morphs if a child node is selected
    - Fixed Hierarchy conversions between formats (< 4) and (>= 4) in the Workspace
    - Fixed the renderer to use directional lighting
    - Added code for an .xm parser, but it's not used
    (v0.9.6) [SB3UtilityGlobals modified]
    - Added support for SBZ and Characolle Bench (thanks to darkhound)
    - Fixed when the comma is used as the decimal separator in Frame and Bone tabs
    (v0.9.5)
    - Changed Matrix to Translate/Rotate/Scale in Frame and Bone tabs
    (v0.9.4)
    - Fixed memory problem when exporting large animations using DirectX format
    (v0.9.3)
    - Fixed .xx format conversion and merging bone lists when replacing in the Workspace
    (v0.9.2)
    - Added FBX import/export for morphs
    - FBX import will now skip empty animations
    (v0.9.1)
    - Added Add & Remove in the Bone tab
    - Added options for bones when replacing in the Workspace
    - FBX export will now make locators for nodes with no children and groups for nodes with children instead of making them all joints
    - Fixed FBX export for skins
    - Added FBX import
    - Added FBX support for multiple textures in a material. They will be connected as diffuse/ambient/emissive/specular textures even though they may actually be used for different things like normal/bump mapping or animation
    (v0.9.0)
    - Added export for FBX
    (v0.8.27)
    - Fixed saving .sb3uws for .xx Format Type 4-5 (RGF/SM2)
    - Changed the default "Merge" option for Meshes to "No" in the Workspace
    - Changed the default "Copy Hex" option for Hierarchies to "Yes" in the Workspace
    (v0.8.26)
    - Fixed target build to x86 (thanks to ScumSuckingPig). This was only a problem on 64-bit systems
    (v0.8.25)
    - Added support for SM2 Retail (thanks to ScumSuckingPig)
    (v0.8.24)
    - Added support for SM2 Trial (thanks to ScumSuckingPig)
    (v0.8.23)
    - Added .pp format auto-detection for .xa subfiles
    - Fixed saving .sb3uws for RGF
    - Application starts at the default location if offscreen
    (v0.8.22)
    - Fixed renderer aspect ratio for widescreen and dual monitors
    (v0.8.21)
    - Fixed replacing meshes for RGF when it has more vertices than the original
    (v0.8.20)
    - Added support for RGF (thanks to ScumSuckingPig & J1327)
    - Updated MOGRE from 1.4.8 to 1.6.5 beta r49
    (v0.8.19)
    - Added support for Yuusha Retail (thanks to ScumSuckingPig)
    (v0.8.18)
    - All frames used as bones and their children are now exported as joints for Collada
    - Fixed the positions of skinned meshes for Collada export
    (v0.8.17)
    - Added ability to add selected meshes from the Mesh list of the selected .xx Editor tab to the Workspace. If none in the Mesh list are selected, then all of them will be added
    - For replacing mesh normals, there are now options of replacing them (Replace) or keeping the normals of the base mesh object according to vertex order (CopyOrder) or the nearest vertex (CopyNear)
    - Added Morph Lists to "Align Vertices" and "Copy Near Vertex Normals" for the Workspace
    - "Calculate Normals" controls have been moved to a dialog box for the Workspace
    - "Align Vertices" in the Workspace now works similar to "Copy Near Vertex Normals"
    - Added the option to copy normals from the nearest vertex (no threshold) in the Workspace by using a negative threshold in "Copy Near Vertex Normals"
    - Fixed keeping base mesh object normals when replacing meshes
    (v0.8.16)
    - Fixed replacing materials for BR2. Some material RGBA values might still crash BR2, so it's not recommended to do so for that game
    - Fixed showing the Editor's bottom panel for the first opened .xx/.xa file
    - When replacing materials, used texture hex data is now copied if the texture name is the same
    (v0.8.15)
    - Added support for the BR2 character addon
    (v0.8.14)
    - Fixed mesh distortion by some bones for the Renderer
    - Fixed the Renderer when there are animation tracks with different numbers of keyframes
    (v0.8.13)
    - Fixed copying the mesh object unknown field when replacing a base mesh object
    - Fixed texture paths for Collada import
    - Added a "Merge" option for when replacing hierarchies in the Workspace
    - Re-added option to copy the Frame unknown hex for Hierarchies when replacing in the Workspace. The default is on, except for when dragging from the .xx Object Tree
    (v0.8.12)
    - Added partial support for BR2. Read this post for more info
    - When replacing hierarchies from the Workspace, it will always try to copy unknown fields instead of it being optional
    - Fixed keeping backups of base meshes when the hierarchy has been previously replaced. The feature was introduced in v0.8.7
    - The priority of the last auto-detected .pp format upon opening is bumped to the top
    (v0.8.11)
    - Fixed morphs for target meshes with multiple mesh objects
    - Fixed Collada import
    (v0.8.10)
    - When importing a DirectX .x file, unnamed materials with a texture will have the texture name followed by the material index
    - Unskinned meshes now move with animations in the Renderer
    - Added an optional mesh material offset for Hierarchies in the Workspace
    - Improved .pp format auto-detection when the .pp file contains .xx or image files
    - Fixed the animations/morphs already existing error
    (v0.8.9)
    - Fixed restoring "Selected Tab" / "All Open Tabs" settings in the Workspace
    - Fixed saving "Keep Backups" setting
    (v0.8.8)
    - Added preview of morphs to the Renderer. You can preview one morph keyframe per morph clip. Morphed normals aren't shown in the Renderer
    (v0.8.7)
    - When replacing, mesh unknown fields are now copied when the hierarchy with the base mesh has been previously replaced with a hierarchy without the base mesh within the same Workspace
    - Fixed parsing .xa files with multiple morphs of the same name
    (v0.8.6)
    - Fixed Collada export for unskinned meshes
    - Fixed Collada export of unused bones as joints for skinned meshes
    - Added normal calculation with no duplicate vertex detection by setting a negative threshold in the Workspace
    - Added ability to copy normals from close vertices in the Workspace. Read this post for more info
    - Added support for Esk Mate, AHM Figure, and AHM Trial (thanks to ScumSuckingPig)
    (v0.8.5)
    - Fixed removing all previous mesh objects when replacing meshes if not merging
    - Added option for replacing normals in the Workspace for meshes
    - Added export and import for simple morph editing. Read this post for more info
    (v0.8.4)
    - Added PNG, JPG, and DDS texture support
    - Removed check for valid names
    - Fixed incorrect rotations in matrix decomposition
    - Fixed adjusting unknown data for non-zero Mesh Types
    - Fixed displaying 0 as the last weight for unskinned meshes in the Mesh Object Editor. Actual bytes weren't affected
    - Added editor for unknown Hex fields in .xx files
    (v0.8.3)
    - Fixed using Yuusha MIK Trial in the Workspace
    - Fixed using meshes with different .xx formats in the Workspace
    - Fixed adding more skeletal animation clips
    - Fixed adjusting mesh material indices when removing materials
    - Added editor for mesh objects
    (v0.8.2)
    - Fixed mesh replacing
    - Added option to display bones in the Renderer
    (v0.8.1)
    - Fixed auto-detecting .pp format
    (v0.8.0)
    - Added support for SM Sweets, AHM Retail, and Yuusha MIK Trial (thanks to ScumSuckingPig and lauris71)
    - Changed some underlying code structures
    - Changed Collada format to Autodesk FBX v2010.0.2
    - Added support for SJIS filenames in .pp files
    Known Issues
    - Controls aren't locked or synchronized when performing tasks. Don't perform simultaneous tasks like saving again while it's already saving
    - May crash under 64-bit systems
    - When importing Collada into Maya/Max with Autodesk FBX, normals are reset. Exported normals in Collada from Maya/Max are retained when importing in SB3U


    Resources
    .xx File Format (partially outdated) by alessi
    .xx File Format (partially outdated) by RawMonk
    .xa File Format (might be partially outdated) by Alamar
    .vci & .vcs File Formats by Alamar
    .tty File Format by Alamar
    Parser for .xm by Alamar
    Parser for .js3krs by Alamar
    SB3 BotuPlay Cameo Mod Tutorial for SB3Utility v0.4 Pre22 by Alamar
    SB3 Body Accessory v6 Mod Tutorial for SB3Utility v0.4b Pre5 by Alamar
    SB3 Kokonoe Rin (SaYaKa Project) Mod Tutorial for SB3Utility v0.7.17 by Alamar
    Modding Club Tutorial Thread
    Various Posts About Transparency compilation by Sinbad
    Modding Digital Girl Rin by mariokart64n
    Utilizing .sfd Files by trogdor0071
    SB3U Vertex Options Explained by darkhound
    Last edited by Inquisitor; 04-19-2014, 06:00 AM. Reason: Add prefix

  • Hello, enimaroah
    I have an error when I try to convert "SkinnedMeshRenderer" to "MeshRenderer". It shows "Missing type definition for the following types - MeshRenderer MeshFilter ".

    It never happened before. So, I have no idea why it happens and don't know how to fix it.

    Comment


    • Hello RyuuChiSen,
      This warning is new indeed (v1.9.1+), and it protects you from making your file invalid. When you replace a mesh, Sb3UGS creates a SkinnedMeshRenderer asset and this requires to have a type definition for SkinnedMeshRenderer in this file. A MeshRenderer is a related but unique type which requires to have its own type definition in the file. The warning informs you that this type definition is missing (probably the following two types).
      Click image for larger version  Name:	MissingTypeDefinitionWarning.png Views:	1 Size:	9.2 KB ID:	5888414
      The warning comes with additional information how you can fix this problem: Just open an AssetBundle file which includes that type definition - Sb3UGS will then copy the type definition from that other file into yours.
      Use the Assets menu 'View Data' to show which type definitions are in this file. You are looking for something like this in the Log window:
      Code:
      CAB-String: "CAB-8831a3886258bf372cb72a2e64189511"
      Types
      ...
      33: MeshFilter (full) 43: Mesh (full) 4: Transform (full) 23: MeshRenderer (full) 28: Texture2D (full)
      ... Asset References FileID=0 PathID=-6360524297609315768 MonoScript SetRenderQueue References FileID=1: guid=00000000-0000-0000-000f-000000000000 type=0 filePath="" assetPath="resources/unity_builtin_extra"
      If you use "Convert" and have such a file open in Sb3UGS then you will see the following similar information in the Log window:
      Adding Type Definition for MeshRenderer from cm_hair_hs00 to cf_hair_s_hs00
      Adding Type Definition for MeshFilter from cm_hair_hs00 to cf_hair_s_hs00
      Last edited by enimaroah; 12-26-2017, 02:46 PM.

      Comment


      • SB3UGS_v1.9.4 adds one feature: creation of a simple skin for a SkinnedMeshRenderer. Thanks to TLO. With this extension the restriction has been removed.

        Click image for larger version  Name:	CreateSkin01a.png Views:	1 Size:	116.4 KB ID:	5888434
        This is an example for several roots, but in general you only add one single frame (Transform) as root. The "New Skin" tooltip shows the instructions.

        An example of a skin for side hair:
        Original Computed with Sb3UGS
        Click image for larger version  Name:	20171226174426906.png Views:	1 Size:	58.3 KB ID:	5888435 Click image for larger version  Name:	20171226173921075.png Views:	1 Size:	58.0 KB ID:	5888436
        The computed skin causes the hair to cut through the ear and it bends less nicely.

        Download:
        github repository release, 1fichier, ge.tt

        Sources:
        github repository release, 1fichier, ge.tt
        Last edited by enimaroah; 12-26-2017, 03:13 PM.

        Comment


        • SB3UGS_v1.9.5
          • Fixed memory leak when selecting bones
          • Added UVNB MonoBehaviour normal and uv visualization
          • Added Nml MonoBehaviour normal visualization

          Both MonoBehaviours allow to see how normals and UVs (if present) are changed by the game. To show the shadow of the breasts in the screenshots I used "Lock Light" while looking down on the costume.
          Click image for larger version  Name:	DisplayUVNBData01-Base.png Views:	1 Size:	246.0 KB ID:	5893468Click image for larger version  Name:	DisplayUVNBData01-Blend.png Views:	1 Size:	248.6 KB ID:	5893469

          Download:
          Github release, ge.tt, sendspace

          Sources:
          Github release, ge.tt, sendspace
          Last edited by enimaroah; 01-02-2018, 12:18 PM.

          Comment


          • Originally posted by enimaroah View Post
            SB3UGS_v1.9.2
            • FBX imported meshes are split by material

            It just randomly occurred to me, that such splitting would require generating of vertex doubles as it is with UV-seams, which leads to the question: how does this splitting plays with morph import?

            Last time I've been messing around with morphs, the morph import becomes impossible when SB3UGS has to generate vertex doubles for base mesh, which leads to vertex count mismatch between mesh and it's morphs.
            Making futa/yuri master model
            CM3D to CM3D2 mod porting
            Lesbian dual vibrator fix
            Furry maid set
            CM3D2.CategoryUnlocker
            COM3D2.ModLoader
            COM3D2.CategoryCreator

            Comment


            • Hello, im attempting to make a map pack mod for AA2.
              I've mostly figured out how the map system works.
              it uses a 2d background with 3d objects.
              In the background it uses invisible meshes as boundaries, and it uses bones for marking walk paths.

              now I'm having trouble importing the modified meshes in 1.9.5

              I export it in metaseqoia format.
              edit it in metaseqoia.
              and when I drag the modified mesh
              the program detects it, but I can't do anything with it.

              What can I do?

              the meshes are in an .xx file.

              thank you in advance

              Comment


              • Neerhom
                The duplication of vertices on same positions with different UVs takes precedence. Sb3UGS kind of *must* do this because of one vertex in all target games has only one UV. Yes, this makes morphs invalid as a consequence.

                Currently I dont know how Unity supports several UV maps per mesh. There are options for this in Unity editor, but I have no clue how this would work.


                leion8000
                As in the hair tutorial for AA2 can be seen, you would work from the workspace against the Object Tree with drag 'n drop. But you could have taken tutorials for any other game as well. I made the handling all the same.

                And it works in the current version still:
                Click image for larger version  Name:	MeshReplacementVerified.png Views:	1 Size:	150.4 KB ID:	5904817
                Note the hints at the top in the workspace!
                Last edited by enimaroah; 01-17-2018, 05:00 AM.

                Comment


                • Originally posted by enimaroah View Post
                  Neerhom
                  The duplication of vertices on same positions with different UVs takes precedence. Sb3UGS kind of *must* do this because of one vertex in all target games has only one UV. Yes, this makes morphs invalid as a consequence.

                  Currently I dont know how Unity supports several UV maps per mesh. There are options for this in Unity editor, but I have no clue how this would work.
                  I'm aware of that SB3UGS has to this. What I'm asking is it the same as with splitting by material? Though I'd guess it's about the same.
                  While both things aren't an issue for me, because Blender, is it not possible to enable morph import for meshes that had been cut by SB3UGS?
                  Making futa/yuri master model
                  CM3D to CM3D2 mod porting
                  Lesbian dual vibrator fix
                  Furry maid set
                  CM3D2.CategoryUnlocker
                  COM3D2.ModLoader
                  COM3D2.CategoryCreator

                  Comment


                  • Neerhom
                    Sb3UGS uses a utility function of the FbxSDK for splitting, but splits after the morphs have been imported :/

                    While by theory only the import sequence would need to be changed, there are possible side-effects with animations which I need to check. And before I do this, I would need to verify that the FbxSDK retains valid morphs after splitting.

                    Comment


                    • Neerhom
                      Neerhom commented
                      Editing a comment
                      So it is possible. Though wouldn't it be better to implement ability to remove doubles/stitch mesh and mesh splitting for already imported/existing meshes? Assuming this is possible and doesn't break anything, the ability to remove doubles could fix vertex count mismatch for morph import and also enable export of meshes without doubles/split edges which should simplify modding of meshes with 3D editors that don't take lightly to changes of vertex count.

                  • A workspace holds objects stored in an intermediate format, regardless of file format. An ImportedMesh doesn't know that it originated from an MQO or FBX file. But such an ImportedMesh is prepared for games, e.g. four weights per vertex (featured in the next version of Sb3UGS), triangulated, split by material, etc.

                    A dragging into the Object Tree or AnimationClip and the replacement will "just" convert the objects from that intermediate format into the target game's.

                    So, if e.g. splitting by material would be made an option the ImportedMesh in the Workspace will already be invalid (in this example it would have lost the additional material associations).

                    Comment


                    • Neerhom
                      Neerhom commented
                      Editing a comment
                      So not an option then. Though hough how morph are stored in this intermediate format? Would it possible to treat morphs as a deformed copies of the base mesh? This way if the base mesh get split by material/uv seams then it should possible to also carry out same splitting for the morphs, eliminating the existing vertex count mismatch. Though, given my non-existing knowledge of the internal stuff I'm likely just talking bollocks -_-

                  • They actually are stored without direct link to the ImportedMesh and feature their own vertex list. Still, "changing the sequence" as I wrote above would get all those things right at once - provided that the utility function in FbxSdk considers this. It would be very tiresome to restructure the implementation to split the morphs likewise. My hope is that the utility function does that. I hope I can learn this tonight.

                    Edit:
                    Good news! FbxSDK does it right! The utility function splits the morphs too :-)

                    I also made the implementation more stable. It crashed for morph names without underscore '_'.
                    Last edited by enimaroah; 01-18-2018, 05:42 AM.

                    Comment


                    • Problem solved.
                      apparently the program didn't like the edit I made to the exported file.
                      I was just making a box for a room, and apparently triangles are a requirement.
                      the tutorial didnt cover that detail.
                      The program would open a tab for the edited file, and nothing would be in it.
                      if that makes sense.
                      thanks anyways.

                      Comment


                      • leion8000
                        That's correct. Automatic triangulation has only been included for FBX format (and formats which are read through FbxSDK like DAE, OBJ, DXF and 3DS). MQO doesn't have this feature.

                        Comment


                        • SB3UGS_v1.9.6
                          1. Changed FBX import to prune exceeding vertex weights
                          2. Added support for mesh node transform in FBX imports
                          3. Fix for Unity 5.5.x files below 5.5.4
                          4. Fix for blank export format selection after format change in XX
                          5. Fix for imported morphs getting invalid because of mesh split by material - thanks to Neerhom
                          6. Fix for replacement of Morph Clips with channels/keyframes having 0 vertices
                          7. Fix for crash and wrong operation in DeleteMorphChannel of In-Between Blend-Shapes

                          About point #1:
                          Importing skinned meshes with any vertex having more than four weights aborted the import until now. The new version cuts exceeding influences and their weights are redistributed to the heaviest four. So the resulting weights are still normalized.
                          When you work in Maya and produce an invalid skin, e.g. with "Copy Skin Weights", you now dont have to check and correct those vertices with more than four weights. If the redistribution of the weights in Sb3UGS is not to your liking, then you can still "Prune Small Weights" as before.

                          About point #2:
                          Formerly, I gave advice to translate, rotate and scale the vertices of a mesh instead of doing such operations with the mesh object itself. This advice is now obsolete and hopefully gives beginners an easier start. Still, when Sb3UGS does this for you the positions of the vertices are computed and are not precise, e.g. if you need co-planar faces in different meshes this might fail.

                          About point #5:
                          Click image for larger version  Name:	MorphFixForSplitMeshes02b.png Views:	1 Size:	353.5 KB ID:	5906919
                          Red and blue arrows illustrate what happens when a single mesh with morphs is split by Sb3UGS.
                          I also removed an old limitation shown by the green arrows. When a mesh without morphs was about to get the first morphs you had to rename the Mesh (not the SkinnedMeshRenderer) to match the name of the BlendShape (MorphClip). The current version is creating the first morph without that. Please let me know if I had overlooked a case where this was required.

                          Download:
                          github repository, 1fichier, ge.tt

                          Sources:
                          github repository, 1fichier, ge.tt
                          Last edited by enimaroah; 01-20-2018, 08:32 AM.

                          Comment


                          • Neerhom
                            Neerhom commented
                            Editing a comment
                            I might be just picky about words, but that is something worth clarifying: does the change 5 include fix for morphs being invalid when SB3UGS generates vertices for UV seams, or it's only for splitting by material?

                        • No, this fix is for the splitting only.

                          Vertex duplication because of UV-seams will still invalidate included morphs. Now that the sequence is fixed and morphs are imported after importing the mesh, the duplication doesn't know that a vertex will need to be duplicated in the morph. And when the morphs are handled the duplication information about a vertex is gone. Hm, not sure how to fix this at the moment.

                          Comment


                          • Neerhom
                            Neerhom commented
                            Editing a comment
                            I see. I've got and odd idea which sounds more like a crutch, but would it be possible to also use splitting for generating doubles for UV seams? I.e. instead of generating doubles split mesh by UV-islands and then copy normals from original mesh?
                        Working...
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