Repository navigation
Releases: Dimcirui/RE-Mesh-Editor-BlendShape
Releases · Dimcirui/RE-Mesh-Editor-BlendShape
Release list
v0.71.0
What's new
- Hair highlights preview, in both Eevee and Cycles; Onimusha hair materials are supported too.
- Static SFur preview: Build / Refresh / Remove.
- Live MDF editing: toggling a feature rebuilds only that material.
- Material effects: Play / Pause / Reset.
- More MH Wilds material effect previews: AO, ChangeUV, AlphaAdjust, MultiBlend, SkinEdit.
Fixes
- Much faster import.
- Missing textures will display default texture instead of showing whole mesh as white
- Shape keys with drivers now export correctly.
- More accurate NRRO normal decoding and emissive intensity.
v0.70.7
Fixes
- Stretched strands in game — small bone weights (under about 0.4%) could be written as 0 while a later weight on the same vertex stayed non-zero. The game then dropped bones from those vertices and pulled them far away toward the world origin. Every weight that is non-zero in Blender is now kept. Re-export meshes made with earlier versions if they show stretching. Seen in MH Rise; any game using the same weight layout can be affected.
- Chinese (and other non-ASCII) bone names longer than 63 bytes are now hashed on import and restored on export, like long ASCII names. Blender used to cut them off, which lost their weights and parents.
- Pinned shape keys — objects with a pinned shape key now export all their shape keys correctly (previously they were skipped or baked into the base mesh).
What's new
- RE4: Keep Normals export modes, writing the no-recalc layout used by vanilla
chd000_00, so per-key Static Normals and the surface turn work in RE4. The importer now reads that layout correctly. Recalculate Normals output is unchanged.
v0.70.6
What's new
- Keep Normals (surface turn) — new default shape key export mode. Normals follow the real turn of the surface, so stylised (toon) face normals no longer swing where a key squashes eyelids or lips. Meshes with ordinary normals export the same as before. The previous mode is still available as Keep Normals (as in Blender).
- Static Normals — per shape key, in the Shape Keys panel (with All / None). An exported key keeps the authored normals, so it doesn't change the shading; a locked key is baked into the basis without changing its normals.
- Locked shape keys now bake with the authored normals turned by the surface, avoiding the same swing on stylised normals.
Fixes
- Custom normals are kept when quads and n-gons are triangulated on export. Stylised normals could previously be off by up to ~90 degrees.
RE-Mesh-Editor-BlendShape 0.70.4
First public release of RE-Mesh-Editor-BlendShape, a fork of Ridog8/RE-Mesh-Editor-MeshFixes (itself a fork of NSACloud/RE-Mesh-Editor). This project is AI-assisted; see the README.
Blendshapes (shape keys)
| Game | Import | Export |
|---|---|---|
| Monster Hunter Wilds | yes | yes (Recalculate Normals / Keep Custom Normals), tested in game |
| Resident Evil 4 | yes | yes, not yet tested in game |
| Onimusha: Way of the Sword | yes | yes (same modes as Wilds), not yet tested in game |
| Resident Evil Requiem (RE9) | yes | no |
- Shape key names longer than Blender's 63-byte limit keep their full game name through import and export.
- Unchecked keys are not exported, locked keys are applied to the mesh,
DUMMY_keys are skipped.
Other changes
- Onimusha: Way of the Sword mdf2 / tex support.
- Fixes ported from the TrueShadow01 and ZZtaii forks: atomic mesh writes, export cleanup, UV validation, progress display, Preserve Original Material Table.
- Vertices without a usable bone weight are bound to the first weighted bone again.
- The built-in updater checks this repository.
Install
Download RE-Mesh-Editor-BlendShape-0.70.4.zip below and install it in Blender via Edit > Preferences > Add-ons > Install from Disk. Disable other RE Mesh Editor versions first; they register the same operators.