Ultimate Ripping Tool for Second Life - MeshFix v2

Thread Started By Saeki Amae

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Intro:
Hello! I'm happy to introduce you MeshFix v2, the successor of the TexFix 1.2.1 tool.
This tool has been made to make copying stuff from SL as easy, comfortable, quick and cheap as possible.

Features:

I. Mesh Helper/MeshesSL features:

    1. Conversion from XML to a single or multiple Dae files
    2. Ability to download SLM files and textures (files in cache not required)

II. Improvements over Mesh Helper/MeshesSL:
    1. Full transparency (you don't even have to think about turning xmls into daes -
    the program turns XMLs into Daes as soon as it discovers them in input folder 
    and even copies their address for you, basicly allowing you 
    to open mesh uploader after saving XML without leaving the viewer at all)
    2. Support for static mesh
    3. Increased speed due to using all CPU cores - especially visible during exporting 
    linksets with many prims or multiple linksets in one XML
    4. Increased stability - the app doesn't freeze during working,  shows the work's progress 
    with ProgressBar and meanwhile allows you to do other stuff
    5. The mesh appears to load faster from daes generated by this app (at least for me)
    6. Fixed various bugs

III. All TexFix features:
    1. Ability to automaticly apply textures and other face params on the uploaded mesh
    just like they were in original object without paying any L$
    2. Ability to apply multiple textures and other face params options -  
    just like texture appliers/changers/HUDs do
    3. Smart grouping faces into Slots for easier texture applying

IV. Improvements over TexFix:
    1. Two face-grouping engines to choose: Slots and Switches - making it possible to
    perform even advanced tasks - read the manual for more info
    2. Ability for a Slot/Switch to use the names instead of numbers in commands 
    3. Ability for an Option/State to use the names instead of numbers in commands
    4. Option/State ramdomizer
    5. @nooder requested ability to apply same Option/State number/name to all Slots/Switches
    6. Ability to apply non-face options like positions, shapes, phantom checkbox etc.
    7. No more root naming issue and ability to change prim names without problems

V. New Features:
    1. New GUI interface instead of command-like program
    2. Project Management - allows you to keep all ripped projects in the GUI -
    no more messing with file explorer to find stuff - all kept tidy and clean in the app
    3. Project filtering by a category or project names (regular expressions support!)
    4. Built-in prim editor allowing to enable/disable or delete prims from the linkset and
    edit its params (like prim name, description, position, rotation and so on)
    5. Built-in face applier editor allowing you to give Slots and Switches names and
    modify their behaviour - switch face applier engine, choose which face params the app
    should ignore and which it should take into account and other.
    6. Built-in Option/State editor allowing you to modify, delete and add new Options/States
    of your Slot/Switch
    7. Built-in texture viewer allowing you to view and export applied textures as .png -
    the textures don't have to be in cache
    8. Built-in color picker while modifying face colors in Option/State editor
    9. Support for legacy prims linksets, static mesh linksets, rigged linksets and even..
    mixed linksets! So you can upload your static mesh and rigged mesh in one dae, and then
    the script will add all needed legacy prims with proper params to it automaticly -
    no more problems when your linkset has both legacy and mesh prims!
    10. Automatic root restore - allows you to restore the original root prim -
    normally the mesh uploader changes the root prim of the linkset
    11. MultiDae feature - allows you to export multiple linksets in a single Dae - 
    allowing you to lower the cost of the mesh upload.
    Example: 10 linksets with 1 simple mesh in each normally cost you (10 + 1) * 10 = 110 L$
    With MultiDae feature it will be 10 + 1 * 10 = 20 L$ -  nice savings right?
    12. The Script to break the linkset uploaded with MultiDae back into normal linksets
    so you don't waste time trying to relink it manually
    13. Align function, allowing you to position multiple linksets to each others
    just like they were in original - allowing you to copy designs from
    a simple two-linkset setups up to entire sims.
    14. Dedicated file format - allowing you to share a single or multiple projects 
    (with all texture options, files etc.) with your friends or on the forum
    15. The built-in manual split into pages for easier reading
    16. Surely some more that I simply forgot to mention about - best check yourself!

VI. Plans for future:
    1. Dedicated HUD for applying data to Clients
    2. Adding support for applying material params of faces and more non-face params,
    when the viewers start exporting this data in XML (politely please, someone makes it happen! <3)
    3. Adding support for GLTF materials when they become a thing in SL and the viewers export this data 
    4. Adding support for OpenSim (only SL is supported for now)



Installation:
    1. Download the latest version of this tool from the link down below.
    2. Unpack the MeshFix2.exe file to the location without writing issues - my documents or something like that.
    3. Start the program.
    4. Read carefully the agreement that appeared on your screen.
    5. Make sure you understand it and accept the terms and click "I accept!" button.
    6. Go Help->Manual or just click F1 button in order to open built-in manual.
    7. Read the manual carefully in order to learn how to use this app (wouldn't make sense to paste manual here).
   8. Important! If you get some errors or program doesn't work as intended, don't wait! PM me about the issues or write on forum!


Screenshoot:

[Image: c76097280077eed869c8e2f3f282e637.png]

Safety
This program automaticly adds to the clipboard the address of the dae file so you can open mesh uploader without even having to leave the viewer. While this greately improves the ease of adding new meshes, this behaviour might make the antiviruses see it as malicious behaviour.
I assure you that this program is safe to use and all its functions serve only for the application to work properly.

Download
(Using bit.ly to count downloads)

Important! After you test this app, please leave the post in this thread about your opinions about it - it's really important to me! <3

Latest version: 2.0.4
Mega Link: 

[To see links please register here]


Old versions:
2.0.0: 

[To see links please register here]

2.0.1: 

[To see links please register here]

2.0.2:

[To see links please register here]

2.0.3: 

[To see links please register here]


About the possible new viewer project:
I made separate thread about it. If you are interested, please consider supporting me!

[To see links please register here]


Changelog:
[19.02.2023] Initial Release of 2.0.0 version
[20.02.2023] Update 2.0.1 - Added direct XML import, fixed Darkstorm (and possibly some other viewers) import issue
[24.02.2023] Update 2.0.2 - Fixed the bug with missing description in the XML
[07.03.2023] Update 2.0.3 - Fixed import errors happening for prims with '<' and '>' chars in them, fixed float reading crash
[15.05.2023] Update 2.0.4 - Fixed crash when import importing flexi prims, fixed float reading crash
Reply


Page 17 (The above is first post of this thread)
It doesn't export bones. It doesn't matter if you just reupload something to SL but it does matter if you reupload it to Blender. Any rigged import to Blender requires using MeshesSL or MeshHelper for now.
Reply


(10-24-2023, 11:15 AM)Saeki Amae Wrote:

[To see links please register here]

It doesn't export bones. It doesn't matter if you just reupload something to SL but it does matter if you reupload it to Blender. Any rigged import to Blender requires using MeshesSL or MeshHelper for now.

Thanks very much for the info

I have managed to the body into blender with its bones (and weights are maintained)

Now Courious? how do I apply my SL shape data for the sliders i have in world now?

[To see links please register here]


I managed to use the legacy devkit that was provided already and bring my shape in via avstar XML shape import
But the legacy dev kit isnt actually the body (its just a low quality body) ment to fit clothes too
I have the full blown body on the right. I used Meshhelper.
It gave me the bones and its rigged/weighted
However since its not avastar I cant bring my shape.xml over onto it :(

Is there a way?
Reply


@snowarc
I am not good at Blender so I can not help much ^^.

However most of these issues will be solved with the release of the new viewer.
You can check the news about it in this thread:

[To see links please register here]

Reply


If this isnt the best place to post this my bad.  Just wanted to give an update


I have figured out how to edit the shape within blender now
I just having some challenges getting it to be 1:1 like SL
I think we are having several levels of older versions of avastar cuasing issues for me since I am on the newest one
But have no idea what versions my meshs are using that I am trying to import
bone names are all over the place
I think custom heads and bodies have some constraint data for clamping the shape sliders some  making 0 to 100% actually smaller then SL normally allows
but MeshHelper cant see those I think?
Reply


Mesh Helper copies stuff as it is in SL. Sliders aren't part of the mesh. Sliders(your shape) is xml data that modify your skeleton inworld. In order to see stuff exactly same like inworld you need to set the very exact same shape in blender with avastar. I don't know much about avastar so you need to ask someone who actually deals with it.
Reply


Hi !
Thank you for this tool, it works great for a re-upload of a rigged mesh that you wear.

i may have to read the manual some more but from my current understanding i suppose we can't RIP Animesh for examples ? as they'll be rezzed on the ground to be used  or when rezzing on the ground a ripped rigged mesh from MeshFix the object will have the shape of a heart and can't be turned into animesh.

is that correct ?

I was considering using mesh Helper instead for animesh or grabbing the skeleton as you advises precedently in this post. but The latest version of hydrastorn does not work anymore (when trying to login, after erasing the bindkey error message, you get a message stating that you're violatiing TOS and that LL is watching you.... scary lol) and to my knowledge, Mesh Helper only works with Hydratorn... therefore ! all my hope is on your tool for now ! haha


Thank you again for your hardwork.
Reply


@kalachman normal when you rip wearables you must make them rigged, that must be also with animesh
Don't send Buddy Requests with no reasons
Rules 1-6

[To see links please register here]

Reply


@Lagertha,

So i tried ripping an animesh using meshFix, (exporting xml through Darkstorm), and here's the results :

The original (Animesh feature enabled)
[Image: d329bf1a4203b8c784828c19fe848b82.png]





And here' the one ripped through meshFix (Animesh feature enabled)

[Image: c494e4356059ff384b862b2ef5ba8b8f.png]

I don't know why but it seems that the rigging is deforming the mesh differently. is it because i ripped it through DarkStorm ? or is it a bug in MeshFix ?
Again Hydrastorm is not usable anymore, so i can't make cross tests with meshHelper and Hydrastorm/meshFix.


But that said, this tool has GREAT potential !
Reply


@kalachman

Hello cutie, I didn't test this tool with animesh so it might be possible that something may not work correctly.
You can try Mesh Helper/ MeshesSL to see if it works better or not. 
And Hydrastorm is usable, you just need to edit an XML file, also you can try spoofing firestorm version to legit one - the answer is in this forum somewhere.

That being said, I rather concentrate on new viewer project now than fixing small details like this.
The reason is: my tool is too much limited by xmls. I am sure you noticed that scripts generated with MeshFix don't reapply the bump maps and specular maps.
It's not a bug but rather the lack of needed data in exported xmls. And OpenSim exports won't work neither.
Until new viewer comes, a lot of things will be limited so instead of just improving limited stuff i rather make something limitless ^^.

.. and I really mean limitless :P
Reply


Hi Saeki ( :
That's amazing the work you do for us ! thank you so much !

And yes of course i totally understand your point and agree with you, just wanted to share this in case someone had a workaround.

Please do take your time with this Ultimate Viewer project, i wish i could help you, but unfortunately i have no coding skills...

i was thinking of searching coders in SL  for you, but i realized it might be dangerous as we could get reported for trying to do copybotting... therefore i'll just keep supporting you as best as i can, and no matter the result ends up being, you've already done A LOT for the comunity (:

So again. Thank you !
Reply




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