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Sculpting Dawn in Blender

unreal

Awesome
I've uploaded the branch called "link-feature" which adds a bit of nice (and cleans up the code).

The main thing this does is evaluate the selected meshes in real time. That is, when you select the SRC mesh and a poser exported (zero'd) version of the same mesh (to build the src to poser vert map), there is a "link" icon that tells you the meshes have the same topology. In fact, the button's are not active until all the meshes pass the minimal tests.

When the morph mesh is added, the add-on checks that the zero and morph have the same structure (different topology, of course). It can do this as it takes only a split second to map a figure.

Those links being true, the button to "make unimesh" becomes active.

I added this to make it clearer since I play with Blender files having heaps of meshes (lots of different characters, poses, and clothing) Some welded and some unwelded.

You can export as unwelded or welded. Doesn't matter, since the button is going to make a SRC structure (unimesh) anyway.
 

unreal

Awesome
Updated the branch to fix and reactivate the entire "live mesh link checking" feature. The various mesh relationships are checked in real time. The relationships are:
original mesh and zero mesh have the same shape (topology). That is, the same vert locations making the same faces. Verts and faces can be in different orders (ie: original unimesh and poser exported unwelded or welded)
zero mesh and morphed mesh having the same structure. That is, the same verts and faces and in the same order. (ie: a poser exported zero and morphed same figure mesh)
unimesh. This is identical in structure to the original, but with the shape of the morph. It can be created with writing. Or it can be another mesh that is a morph of the original (with no vert structural changes). This is usually the finished product. But you can actually write this to the morphed mesh. Useful if you want to write a unimesh morph to a split mesh.
 
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