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  • [Mod Discussion] (Illusion) Sexy Beach Premium Resort

    This thread is for modding discussion of Sexy Beach Premium Resort (SBPR).

    ==[ Modding tools ]=======================

    ==[ Useful Links ]=======================
    Last edited by enimaroah; 08-10-2016, 12:14 PM.

  • Use the ca_back_10 / p_cat00_00 Animator for several answers! I dont know if that answers all of your questions, but you should make your hierarchy similar and then it should work.

    From the workspace you begin with the skeleton part of the hierarchy and drop it onto N_move Transform which you either had created as child of the root or you had renamed a child of the root. The imported root from should be analog to j_cat10. Then you would either drag the imported part of the Mesh Transforms onto N_move or you would drag the ImportedMesh onto N_move using the option "Create Mesh Transform" in the replacement dialog.

    Comment


    • linkerman
      linkerman commented
      Editing a comment
      I see. Thank you!
      I would guess most of the things you described would require a version later than 1.0.53?
      I'm unfortunately stuck using it for the next 2 days, I'll show the results then.

      I'll be fixing a few weight issues, flipping all the hairstyles and I'll be pretty much done with my mod to post it online
      (I found a plugin that limits weights to 4 per vertex for Blender. Incredibly useful. Means I can be more creative with weight distribution)
      Ah, and the latest Blender release (2.79) has fixed FBX import/export issues!
      Last edited by linkerman; 06-14-2017, 04:42 PM.

  • I implemented against Blender 2.78c and that works fine, of course with a recent version of Sb3UGS + fix for Blender's FBX plugin. While I recommend to update Sb3UGS I would do not for Blender 2.79, especially when they updated the FBX plugin.

    Why do you need a plugin for weight limitation?
    Attached Files

    Comment


    • linkerman
      linkerman commented
      Editing a comment
      Can't have more than 4 weights per vertex when imported into the version of SB3UGS I'm using currently
      When weight-painting in Blender, I haven't found a way to erase paint from a vertice completely, merely to make it 0.1%
      That means that when I paint on more than 4 bones at once, they start to mix & match, and I end up with vertice that have more than 4

      Without the plugin, I end up having to look at every vertex until I find the culprits, whilst also removing it from the proper group.
      Extremely time consuming on high poly models.

      With the plugin, I just click a button, choose how many weights per vertex I want, and bam, it's done

      Oh, I mean that I found a plugin for Blender that does that, not SB3UGS-
      Wait... That was in vanilla
      I never- ​​​​​​​​​​​​​​​​​​​​​​​​​​​​

      Well, now I feel dense

      I'm not sure if I understood what you wrote properly:
      You embedded a fix for the FBX export issues of Blender into SB3UGS before Blender fixed it themselves,
      thus, the fix you made is being fixed again, making it wrong, thus why one shouldn't upgrade to 2.79 yet?

  • The fix is required for working with BlendShapes. I have added a link to the latest Sb3UGS release post.

    Another reason for not going to Blender 2.79 now is that it had not been released yet. As soon as that release gets official I will check it. And it might happen that Sb3UGS will get updated to FbxSdk 2016 then provided Blender's FBX plugin supports the new format.

    Comment


    • Yatta! It verks!
      Spoiler




      May I make a suggestion that would make the animator tree easier to manipulate?
      It's definitely not a priority, as it can be worked around somewhat, but I'm wondering, would it be possible to make the different elements in the tree be draggable, so that one could potentially create a new transform, and move other transforms inside it afterwards?

      Could make for a much faster workflow than bringing both the mesh transform and the bones into a workthingamabob, to then bring them back in under the new transform, only to have to re-import the mesh because it hasn't transfered, thus taking needless space on the drive for an export,
      whilst also having to keep the original transforms in until done before removing them

      Now, who was it that had made the hairstyle mods previously? the one that contained the wavy bangs?
      I used that one's sides for the one on the bottom left, so I'd need to give credit, despite having had to mess with weights to make it less jagged, and having to merge a few edges in the process.

      Edit:
      Became blocked on a few things whilst trying to flip hairstyles.
      Making other hairstyles to add in in the meantime.

      Most recently finished one below V
      Spoiler
      Last edited by linkerman; 07-06-2017, 09:58 PM.

      Comment


      • Well done! :-)

        A good suggestion which I had been thinking before too. For Avatars this is a bit tricky to implement or I would have to use brute force (deleting the hierarchy and inserting it at the new location). Hash values for bones change in Mesh and SkinnedMeshRenderer assets. I dont promise to do it, but I will look into it in detail.

        "Wavy bangs" rings a bell with the label Snooley.

        Comment


        • linkerman
          linkerman commented
          Editing a comment
          Thanks!

          Remember, it isn't a priority whatsoever, we can deal without it.
          If you think something else requires more of your attention or your time, take care of those. Considering it is all I ask.
          God knows you already put a lot of work into the community and SB3UGS as it is

          Ah, thanks for the cue. It's time for a PM

      • How to increase number of slots for accessories? Can some mod do this?

        Comment


        • Please show me step by step how to export a girl to *.obj file through SB3Utility

          Comment


          • nneezz, another big thank you for trying to solve the cubic Hermit spline problem with me!

            Today was the big day, as I was able to find out what the three values mean. Of course, the arrangement of the data when we tried it was more hindering than helpful.

            An example from KK. This time the first grouping order is by curve (block 96, block 97, etc.), next in order is frame computed from time (each line in the block):
            Code:
            Rotation of cf_d_kneeF_R
            
            96 (X)
               -Infinity: tcb=X:0 Y:0 Z:0 val=-0.5417834
               0: tcb=X:-0.02676282 Y:-0.04470343 Z:-0.001058579 val=-0.5417834
               3.000001: tcb=X:0.06602651 Y:-0.04442534 Z:-0.01080215 val=-0.542363
               12: tcb=X:0.07179381 Y:0.01175698 Z:-0.01963019 val=-0.5478193
               15: tcb=X:0.03494073 Y:0.03572866 Z:-0.01512498 val=-0.5495929
               22: tcb=X:-0.06095129 Y:0.04951453 Z:0.007255382 val=-0.550733
               31: tcb=X:-0.05455176 Y:-0.007966021 Z:0.02050726 val=-0.5457457
               40: tcb=X:0 Y:0 Z:0 val=-0.5417834
            97 (Y)
               -Infinity: tcb=X:0 Y:0 Z:0 val=0
               0: tcb=X:0 Y:0 Z:0 val=0
               3.000001: tcb=X:0 Y:0 Z:0 val=0
               12: tcb=X:0 Y:0 Z:0 val=0
               15: tcb=X:0 Y:0 Z:0 val=0
               22: tcb=X:0 Y:0 Z:0 val=0
               31: tcb=X:0 Y:0 Z:0 val=0
               40: tcb=X:0 Y:0 Z:0 val=0
            98 (Z)
               -Infinity: tcb=X:0 Y:0 Z:0 val=0
               0: tcb=X:0 Y:0 Z:0 val=0
               3.000001: tcb=X:0 Y:0 Z:0 val=0
               12: tcb=X:0 Y:0 Z:0 val=0
               15: tcb=X:0 Y:0 Z:0 val=0
               22: tcb=X:0 Y:0 Z:0 val=0
               31: tcb=X:0 Y:0 Z:0 val=0
               40: tcb=X:0 Y:0 Z:0 val=0
            99 (W)
               -Infinity: tcb=X:0 Y:0 Z:0 val=0.8405181
               0: tcb=X:-0.01779221 Y:-0.02878901 Z:-0.0006821752 val=0.8405181
               3.000001: tcb=X:0.04247384 Y:-0.02891223 Z:-0.006973744 val=0.8401442
               12: tcb=X:0.04816056 Y:0.007295621 Z:-0.01285315 val=0.8365968
               15: tcb=X:0.02342674 Y:0.02337792 Z:-0.009949209 val=0.8354326
               22: tcb=X:-0.04057861 Y:0.03254311 Z:0.004786854 val=0.8346815
               31: tcb=X:-0.03462164 Y:-0.005609701 Z:0.0133565 val=0.8379508
               40: tcb=X:0 Y:0 Z:0 val=0.8405181
            This data is the streamed part of an Animation clip. Coded are the four curves of a rotation of a bone. Nothing in axis Y and Z - this is not a car accident. The knee bends normally over X. And rotations are stored as quaternions and therefore have a W component.

            In the old data I printed it as tangent-info, then later I tried to make sense of it as Kochanek-Bartels Splines aka tcb splines. But the three are simply A, B, C and the value is D of the polynomial form of the Hermite spline:
            The only trick was to interpret s. Usually you let s range from 0 to 1. Not so in Unity. s is the frame time. In the example above I had multiplied it by frames per second of the AnimationClip (30) to show integer frame indices, from -Infinity to 40. But from the old data you know I had shown the stored time value.

            Scroll down to the blue line near the end of the example.
            From frame index 3 up to 12 we would use Q(x)=0.04247384 * x^3 + -0.02891223 * x^2 + -0.006973744 * x + 0.8401442. Now Unity directly uses the range 0 up to 9 for the frame time. So at index 12 we calculate x = (12-3) / 30 and get 0.8365968 which is the value for the next section. Yeah!

            Comment


            • nneezz
              nneezz commented
              Editing a comment
              Holy shit.....I can't for the life of me solve this. It's a big WOW! What makes you dig this up again? and what's the next step?

          • nneezz
            Hello, nice to have you here again!

            It started with a discussion on discord about the twitching animation preview of KK animations. And one usually silent member put in a comment which I didn't answer correctly and nearly dismissed. But this got me recheck the implementation and when I adapted the time and exported those animations then Maya interpolated the missing keyframes and the animation looked fine. With that corrected first part, I checked the coefficients and finally found the solution. It is implemented now and available in export (optionally) and the preview (always).

            The next step would involve to create those coefficients as shown here. This is a bit sad, because Sb3UGS uses such a part for interpolation. But that part is hidden in the FbxSdk, and produces the values for the curves - not the coefficients. So without being able to create those, Sb3UGS continues to create just Dense clips. If the coefficients could be computed then I could implement the creation of Stream clips.

            Still I am very happy to have reached the current state. I am currently concentrating on other incomplete parts, like support for Scene-AssetBundle files used in KK. But there might be a time when I pick this up again.

            Comment


            • nneezz
              nneezz commented
              Editing a comment
              That's great! The export is certainly a big step despite the difficult task ahead. I'd give you a hand if I could but I think it's way over my head. I'm not very active at the moment since I don't play KK. I hope there will be next game soon.

          • Well, the time for SBPR is long over and PH didn't get much attention, but HS/HSU is still modded from several modders. If that is more to your liking you can find company on IllusionSoft discord server.

            Comment


            • nneezz
              nneezz commented
              Editing a comment
              O.o Looks more active than HF ...Thank you. I'll see what people is doing in there .
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