An addon for Blender that lets you import character\clothing models from Saints Row 3, 4 and SR3 Remastered
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
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File credits
https://github.com/Yepoleb/saintsrow-python - i looked up most of the .ccmesh file structure here.
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Changelogs
Version 1.02
Fixed some issues and added support for SR3 Remastered.
Version 1.01
Fixed some issues, added a function to import NPC face morphs.
An addon for Blender that lets you import character\clothing models from Saints Row 3, 4 and SR3 Remastered.
Imports meshes, skeleton and morph shapes. All files (xxx.ccmesh_pc, xxx.gcmesh_pc, xxx.rig_pc, xxx_pc.cmorph_pc) need to be in the same folder. If rig file isn't there, like it usually isn't with customization items, the script will attempt to use the default rig. The script does not read or create materials, that you'll have to do manually.
In case you don't know: all models are stored in custmesh_xxx.str2_pc files, which themselves are stored inside customize_item.vpp_pc and characters.vpp_pc files inside *game folder*\packfiles\pc\cache\. Use Minimaul's tools to extract them.
The script was written for the purposes of modding, so the skeleton and meshes get transformed to match the template from SDK tools , and the bones have custom properties that the FBX converter expects. These bone properties need to be preserved when you export your model as .fbx, so make sure that you use a recent version of Blender (i used 3.6), and check "Custom Properties" in the export settings.
I'm not much of a programmer, so there could be issues with the script. It worked fine with the models i tried, but no guarantees that it will work with all of them. May not work with static meshes.