An actively maintained Blender addon for importing and exporting RE Engine meshes, materials, textures and related data.
REME continues NSACloud's original RE Mesh Editor with compatibility fixes, newer-format support and expanded Street Fighter 6 material reconstruction.
- Actively maintained
- Supports Blender 4.3.2 through 4.5, Blender 5.0 is not tested yet
- Blender 5.1 is not currently supported
- Newer-game formats and some blend-shape paths remain experimental
- Blender 4.3.2 or higher
- Download the addon RAR from the latest release
- Do not extract the archive
- In Blender, open Edit → Preferences → Add-ons
- Disable the original RE Mesh Editor Addon if it is installed
- Click the menu in the upper-right corner and choose Install from Disk
- Select the
REME.rarfile - Enable RE Mesh Editor (Community Maintained)
REME improves alpha transparency, hair materials, face details and texture handling for Street Fighter 6 and newer RE Engine Games.
| Original Addon | REME Addon |
|---|---|
Missing materials and incorrect transparency |
Reconstructed materials and corrected transparency |
- Import and export supported RE Engine
.meshfiles - Import materials and texture bindings
- Import supported blend shapes as Blender shape keys
- Batch export tools
- Presets for multiple RE Engine games
- Texture and material helper tools
- Download and register compatible RE Asset Libraries from REME preferences
- Browse categorized assets with mesh previews in Blender's Asset Browser
- Drag supported mesh assets into the scene for direct REME import
- Install local
.reassetlibpackages - Create, update, back up and package libraries with optional maintainer tools
- Experimental material reconstruction
- CMD costume-color parsing
- CMASK and CMASK2 color support
- Cloth shading and body-detail reconstruction
- Hair tinting and shared-head material support
- StitchMap reconstruction with configurable tiling, AO, normals, roughness and color variation
- Monster Hunter Wilds mesh import
- Pragmata
.mesh.251121828import/export withtyping2 blend shapes (see docs/PRAGMATA.md) - Preliminary mappings for newer RE Engine titles
- Extract the required game files before importing assets
- Open Edit → Preferences → Add-ons → RE Mesh Editor
- Set Asset Library Path to the folder where downloaded libraries should be stored
- In Chunk Path List, add the game and its extracted
natives\STMfolder For example:E:\SF6Extract\natives\stm - Use Download RE Asset Library or Import Local .reassetlib
- Open Blender's Asset Browser and select
RE Assets - GAME - Select All or a catalog, refresh the library if necessary and drag a mesh into the scene
RE Asset Browser mesh imports use the normal REME import settings and require the matching extracted game files to remain available.
The following versions are explicitly recognized by the addon. Support can vary by asset type, shader and game update.
| Game | Internal Name | MESH Version | MDF Version | TEX Version | Status |
|---|---|---|---|---|---|
| Devil May Cry 5 | DMC5 |
1808282334 |
10 |
11 |
Supported |
| Resident Evil 2 | RE2 |
1808312334 |
10 |
10 |
Supported |
| Resident Evil 3 | RE3 |
1902042334 |
13 |
190820018 |
Supported |
| Resident Evil Village / RE:Verse | RE8 |
2101050001 / 2102020001 |
19 / 20 |
30 |
Supported |
| Resident Evil 2/3 Ray Tracing | RE2RT / RE3RT |
2109108288 |
21 |
34 |
Supported |
| Resident Evil 7 Ray Tracing | RE7RT |
220128762 |
21 |
35 |
Supported |
| Monster Hunter Rise / Sunbreak | MHRSB |
2109148288 |
23 |
28 |
Supported |
| Resident Evil 4 | RE4 |
221108797 |
32 |
143221013 |
Supported |
| Street Fighter 6 | SF6 |
230110883 |
31 |
241101895 |
Supported |
| Dragon's Dogma 2 | DD2 |
231011879 / 240423143 |
40 |
760230703 |
Supported |
| Kunitsu-Gami | KG |
240306278 |
40 |
231106777 |
Limited validation |
| Dead Rising Deluxe Remaster | DR |
240424828 |
40 |
240606151 |
Limited validation |
| Onimusha 2 | ONI2 |
240827123 |
46 |
240701001 |
Limited validation |
| Monster Hunter Wilds | MHWILDS |
241111606 |
45 |
241106027 |
Experimental |
| Monster Hunter Stories 3 | MHS3 |
250604100 |
49 |
251111100 |
Preliminary |
| Pragmata | PRAG |
251121828 |
51 |
251111100 |
Supported import, experimental same-topology export (see docs/PRAGMATA.md) |
| Resident Evil 9 / Requiem | RE9 |
250925211 |
51 |
250813143 |
Experimental |
“Supported” means the corresponding format versions have importer mappings. It does not guarantee perfect reconstruction of every material, effect, animation or blend shape.
Street Fighter 6 material import is experimental. The addon can reconstruct costume colors from extracted CMD .user.2 files and apply them to supported MDF materials.
- SF6 Costume Index selects the costume folder containing the CMD files. For example,
1selects folder001. - SF6 Color Index selects the CMD color file. For example,
1selectscmd_001.user.2.
Shared character meshes stored under costume folder 000 can use CMD data from the selected costume folder.
Example for Costume 2, Color 1:
SF6 Costume Index: 2
SF6 Color Index: 1
Retail Pragmata character meshes use typing 2 blend shapes (IEEE float16 xyz in the vertex-buffer tail), not MH Wilds packed 11/10/11 deltas. Extra-weight (vertex element type 7) is a second bone-index pack, not a 7th–12th influence.
Export is an experimental paste-back of imported type-4 / type-7 / morph-aux tables. Blender cannot invent those streams.
Not supported: remesh, retopo, dissolve, add/delete verts, or any vertex-count change; weight-paint / vertex-group edits (groups are ignored on write); autoSolveRepeatedUVs / preserveSharpEdges on a morphing face (they split verts and drop pragmata_*); exporting a face that was never imported with this persist path; building a new extra-weight or aux table from Blender data.
Allowed edits (imported tables must still line up): move existing verts; reorder existing verts (pragmata_src_index permutation); edit shape-key deltas. Vertex count, armature, and the pasted streams must stay. Same-topology sculpt is the supported sculpt path because it is the only one that does not break those tables.
Details, buffer layout, and approaches that fail: docs/PRAGMATA.md.
- Blender 5.1 is not currently supported
- Monster Hunter Wilds support remains experimental
- Static Pragmata MPLY environment geometry is supported but skinned MPLY clusters do not reconstruct joint weights yet
- Pragmata hair uses its NROC maps and a primary anisotropic highlight approximation, parallax-coupled unique albedo and secondary hair lobes are not reconstructed
- Pragmata face remesh, retopo, dissolve, add/delete verts, or any vertex-count change cannot round-trip extra-weight or morph aux (those tables cannot be invented)
- Pragmata export pastes imported type-4/type-7 streams; vertex-group weight paint is not written
- Pragmata
autoSolveRepeatedUVs/preserveSharpEdgeson a morphing face split verts and droppragmata_*attributes - Pragmata face export requires a persist import (
pragmata_*on the.blend); a mesh never imported with this path cannot round-trip extra-weight / aux - Blend-shape support varies by game and mesh format
- SF6 blend shapes are kept at zero by default
- Automatic SF6 JCNS pose-corrective drivers are disabled while their vertex mapping remains experimental
- SF6
FakeSqhereMapeye reflections are not supported yet - Extreme FK poses may not match the game's deformation without pose-corrective shapes
- The imported skeleton does not include custom IK or animator-facing controls
- Blend-shape export is not guaranteed for every supported import path
- Damage, sweat, animated muscle, cloth-wave and some auxiliary SF6 effects are not reconstructed
- RE Asset Browser drag import currently supports
MESHassets only and does not automatically extract files from game PAK archives
- Validate Street Fighter 6 materials across more fighters, costumes, color variants and shader types
- Add automated regression tests for CMD parsing and material matching
- Improve texture import reliability and support for newer compression formats
- Validate compatibility with RE2, RE3, RE4R, RE7RT and newer RE Engine titles
- Validate Monster Hunter Wilds mesh import across more character, armor, weapon and environment assets
- Regression test legacy mesh and blend-shape import paths
- Continue investigating blend-shape / shape-key export support
- Improve support for newer mesh/material variations used by SF6, PRAGMATA, MH Wilds and future RE Engine games
- Reduce hardcoded format assumptions where possible
- Refactor shader and material generation for easier maintenance
- Improve import/export performance
- Expand documentation for contributors and testers
Contributing: If you're interested in tackling any of these areas, feel free to open an issue or PR.
- Ando - Solving the compression format for MH Wilds textures.
- AsteriskAmpersand - Mesh format research and tex conversion code
- AlphaZomega - RE Mesh 010 Template and Noesis plugin
- CG Cookie - Addon updater module
- matyalatte - DirectX Texconv DLL library
- PittRBM - NRRT texture node setup
- Ridog - NRRT normal conversion code used as reference
- NSACloud - Original RE-Mesh-Editor Plugin Author

