Version 3 of the conversion script.
We now use the distance weighted average of the nearest 4 vertex positions when calculating the target vertex movement.
This helps smooth out the ridging that often occurred along the sides of the models.
Eyes and Mouth are still moved as parts and not per vertex, so no distortion occurs.
Cleaned up the conversion UI to separate the older techniques.
If the model converters refuse to light up, try and reload the plugin from blender and check that the models are at base resolution.
Tested Blender 3.5 which seems to have finally fixed the default Obj importer to keep vertex order.
Overall I am happy with the current solution so I will begin working on making the Male conversion system next.