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REME - RE Mesh Editor Community Edition

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.

Latest Release Downloads License

Status

  • 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

Requirements

  • Blender 4.3.2 or higher

Installation

  1. Download the addon RAR from the latest release
  2. Do not extract the archive
  3. In Blender, open Edit → Preferences → Add-ons
  4. Disable the original RE Mesh Editor Addon if it is installed
  5. Click the menu in the upper-right corner and choose Install from Disk
  6. Select the REME.rar file
  7. Enable RE Mesh Editor (Community Maintained)

Visual Comparison

REME improves alpha transparency, hair materials, face details and texture handling for Street Fighter 6 and newer RE Engine Games.

Street Fighter 6 - Cammy Outfit 3

Original Addon REME Addon

Missing materials and incorrect transparency

Reconstructed materials and corrected transparency

Features

General

  • Import and export supported RE Engine .mesh files
  • 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

RE Asset Browser

  • 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 .reassetlib packages
  • Create, update, back up and package libraries with optional maintainer tools

Street Fighter 6

  • 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

Experimental Newer-Format Support

  • Monster Hunter Wilds mesh import
  • Pragmata .mesh.251121828 import/export with typing 2 blend shapes (see docs/PRAGMATA.md)
  • Preliminary mappings for newer RE Engine titles

RE Asset Browser Setup

  1. Extract the required game files before importing assets
  2. Open Edit → Preferences → Add-ons → RE Mesh Editor
  3. Set Asset Library Path to the folder where downloaded libraries should be stored
  4. In Chunk Path List, add the game and its extracted natives\STM folder For example: E:\SF6Extract\natives\stm
  5. Use Download RE Asset Library or Import Local .reassetlib
  6. Open Blender's Asset Browser and select RE Assets - GAME
  7. 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.

Game And Format Support

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 Support

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.

Import Options

  • SF6 Costume Index selects the costume folder containing the CMD files. For example, 1 selects folder 001.
  • SF6 Color Index selects the CMD color file. For example, 1 selects cmd_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

Pragmata

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.

Known Limitations

  • 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 / preserveSharpEdges on a morphing face split verts and drop pragmata_* 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 FakeSqhereMap eye 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 MESH assets only and does not automatically extract files from game PAK archives

Roadmap

Near Term

  • 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

Mesh And Format Support

  • 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

Code Quality

  • 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.

Credits

  • 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

About

Blender addon for importing and exporting RE Engine mesh and mdf2 files natively in Blender. No Noesis required.

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