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  • [Tools] SB3Utility Releases and Discussion

    Post anything related to SB3Utility, such as how to use it, requests, bugs, etc.
    Please let me know if I'm missing any links or if you want any links added through PM.
    You might also want to check out Illusion Wizzard & Morpher by darkhound for modding.

    I recommend using the Latest SB3Utility(GUI+Script) Version by enimaroah since I haven't updated SB3Utility in a long while.

    Pre-scripting Versions
    Spoiler

    SB3Utility Source Code: [MF Folder]

    Custom Versions
    SB3Utility_v0.9.18R10 by enimaroah
    SB3UtilityCustom v9.9 by bbas2011
    SB3UtilityAA by darkhound
    SB3Utility with 3D Studio Max + Okino Polytrans DirectX Import/Export by J1327 [Broken link]
    SB3Utility with Skeletal Animation Editing by profundis

    Supports: Battle Raper 2 (partially), Oppai Slider 2, RapeLay, Sexy Beach 3, SchoolMate (Figure/Trial/Retail), Artificial Girl 3 (Welcome/Retail), Digital Girl, Hako (Trial/Retail), SchoolMate Sweets, Esk Mate, @Home Mate (Figure/Trial/Retail), Yuusha (Trial/Retail), Real Girlfriend, SchoolMate 2 (Trial/Retail), Sexy Beach Zero, Characolle AliceSoft/BaseSon/Key (Benchmark/Retail), Artificial Academy (Trial/Retail except jch*.pp)
    3-D Formats: Metasequoia (text import/export, no normals, no skeleton), DirectX (binary & text import / text export), Collada (text import/export), FBX [recommended] (binary & text import / binary export), Ogre (binary export)

    Requires
    - Microsoft Visual C++ 2008 Redistributable Package (different from the editor)
    - .NET Framework 3.5 SP1 (different from the Compact Framework)
    - Latest DirectX 9.0c

    Changelog
    (v0.9.18) [SB3UtilityGlobals modified]
    - Reverted decryption algorithm to v0.9.15. Removed support for the compressed .pp format (jch*.pp)
    (v0.9.17) [SB3UtilityGlobals modified]
    - Fixed opening various .pp formats
    (v0.9.16) [SB3UtilityGlobals modified]
    - Added support for Best Collection and Artificial Academy
    - Fixed editing frame names again
    - Renderer will no longer throw an exception if a bone is missing
    Spoiler
    (v0.9.15)
    - Fixed morph export for .mqo
    - Fixed editing the name of frames that don't have meshes
    (v0.9.14)
    - Fixed importing Collada with matrix transforms and unused vertices
    (v0.9.13) [SB3UtilityGlobals modified]
    - Fixed DBNull errors when removing bones in the Mesh Object Editor
    - Importing Collada with Z-up will now be automatically converted to Y-up
    - Fixed importing Collada from Blender
    - The Editor now shows a selected image if no .xx tab is open
    - Importing .mqo now defaults to the CopyNear method for bones
    - Fixed replacing mesh objects when using the Merge option for a Mesh and added it as an option for Mesh Objects in the Workspace
    (v0.9.12) [SB3UtilityGlobals modified]
    - Fixed showing the number of mesh objects
    - Fixed error checking for bone operations
    (v0.9.11) [SB3UtilityGlobals modified]
    - Changed "Characolle Bench" to "Characolle AliceSoft" for .pp formats
    - Added support for Characolle BaseSon & Key versions and AA Trial (thanks to bbas2011)
    - Added bone operations (by pidey)
    (v0.9.10) [SB3UtilityGlobals modified]
    - Changed "Characolle Bench" to just "Characolle" for .pp formats
    - Collada importer can now parse empty visual scenes
    - Added support for .dxf, .3ds, and .obj
    (v0.9.9)
    - Fixed animations in the Renderer
    - The Object Tree tab in .xa Editors is now hidden since it isn't used
    (v0.9.8)
    - Fixed "Add Animations From XA Tab" not adding animations to the Workspace
    - Added ability to remove Animation Tracks in the Workspace
    - Removed resetting the Diffuse lighting value for the Renderer when opening a .xx file. Also, the value is now saved
    - Fixed the renderer showing exploded meshes for Rapelay and some others
    (v0.9.7) [SB3UtilityGlobals modified]
    - Fixed loading .xx textures in the renderer that aren't .bmp or .tga (thanks to varicham)
    - Replacing a mesh that has a base mesh no longer shows a warning about adjusting unknown data
    - Added a culling option for the renderer. Checked will render one side, and unchecked will render both sides of a face
    - Fixed the crashing when exporting morphs if a child node is selected
    - Fixed Hierarchy conversions between formats (< 4) and (>= 4) in the Workspace
    - Fixed the renderer to use directional lighting
    - Added code for an .xm parser, but it's not used
    (v0.9.6) [SB3UtilityGlobals modified]
    - Added support for SBZ and Characolle Bench (thanks to darkhound)
    - Fixed when the comma is used as the decimal separator in Frame and Bone tabs
    (v0.9.5)
    - Changed Matrix to Translate/Rotate/Scale in Frame and Bone tabs
    (v0.9.4)
    - Fixed memory problem when exporting large animations using DirectX format
    (v0.9.3)
    - Fixed .xx format conversion and merging bone lists when replacing in the Workspace
    (v0.9.2)
    - Added FBX import/export for morphs
    - FBX import will now skip empty animations
    (v0.9.1)
    - Added Add & Remove in the Bone tab
    - Added options for bones when replacing in the Workspace
    - FBX export will now make locators for nodes with no children and groups for nodes with children instead of making them all joints
    - Fixed FBX export for skins
    - Added FBX import
    - Added FBX support for multiple textures in a material. They will be connected as diffuse/ambient/emissive/specular textures even though they may actually be used for different things like normal/bump mapping or animation
    (v0.9.0)
    - Added export for FBX
    (v0.8.27)
    - Fixed saving .sb3uws for .xx Format Type 4-5 (RGF/SM2)
    - Changed the default "Merge" option for Meshes to "No" in the Workspace
    - Changed the default "Copy Hex" option for Hierarchies to "Yes" in the Workspace
    (v0.8.26)
    - Fixed target build to x86 (thanks to ScumSuckingPig). This was only a problem on 64-bit systems
    (v0.8.25)
    - Added support for SM2 Retail (thanks to ScumSuckingPig)
    (v0.8.24)
    - Added support for SM2 Trial (thanks to ScumSuckingPig)
    (v0.8.23)
    - Added .pp format auto-detection for .xa subfiles
    - Fixed saving .sb3uws for RGF
    - Application starts at the default location if offscreen
    (v0.8.22)
    - Fixed renderer aspect ratio for widescreen and dual monitors
    (v0.8.21)
    - Fixed replacing meshes for RGF when it has more vertices than the original
    (v0.8.20)
    - Added support for RGF (thanks to ScumSuckingPig & J1327)
    - Updated MOGRE from 1.4.8 to 1.6.5 beta r49
    (v0.8.19)
    - Added support for Yuusha Retail (thanks to ScumSuckingPig)
    (v0.8.18)
    - All frames used as bones and their children are now exported as joints for Collada
    - Fixed the positions of skinned meshes for Collada export
    (v0.8.17)
    - Added ability to add selected meshes from the Mesh list of the selected .xx Editor tab to the Workspace. If none in the Mesh list are selected, then all of them will be added
    - For replacing mesh normals, there are now options of replacing them (Replace) or keeping the normals of the base mesh object according to vertex order (CopyOrder) or the nearest vertex (CopyNear)
    - Added Morph Lists to "Align Vertices" and "Copy Near Vertex Normals" for the Workspace
    - "Calculate Normals" controls have been moved to a dialog box for the Workspace
    - "Align Vertices" in the Workspace now works similar to "Copy Near Vertex Normals"
    - Added the option to copy normals from the nearest vertex (no threshold) in the Workspace by using a negative threshold in "Copy Near Vertex Normals"
    - Fixed keeping base mesh object normals when replacing meshes
    (v0.8.16)
    - Fixed replacing materials for BR2. Some material RGBA values might still crash BR2, so it's not recommended to do so for that game
    - Fixed showing the Editor's bottom panel for the first opened .xx/.xa file
    - When replacing materials, used texture hex data is now copied if the texture name is the same
    (v0.8.15)
    - Added support for the BR2 character addon
    (v0.8.14)
    - Fixed mesh distortion by some bones for the Renderer
    - Fixed the Renderer when there are animation tracks with different numbers of keyframes
    (v0.8.13)
    - Fixed copying the mesh object unknown field when replacing a base mesh object
    - Fixed texture paths for Collada import
    - Added a "Merge" option for when replacing hierarchies in the Workspace
    - Re-added option to copy the Frame unknown hex for Hierarchies when replacing in the Workspace. The default is on, except for when dragging from the .xx Object Tree
    (v0.8.12)
    - Added partial support for BR2. Read this post for more info
    - When replacing hierarchies from the Workspace, it will always try to copy unknown fields instead of it being optional
    - Fixed keeping backups of base meshes when the hierarchy has been previously replaced. The feature was introduced in v0.8.7
    - The priority of the last auto-detected .pp format upon opening is bumped to the top
    (v0.8.11)
    - Fixed morphs for target meshes with multiple mesh objects
    - Fixed Collada import
    (v0.8.10)
    - When importing a DirectX .x file, unnamed materials with a texture will have the texture name followed by the material index
    - Unskinned meshes now move with animations in the Renderer
    - Added an optional mesh material offset for Hierarchies in the Workspace
    - Improved .pp format auto-detection when the .pp file contains .xx or image files
    - Fixed the animations/morphs already existing error
    (v0.8.9)
    - Fixed restoring "Selected Tab" / "All Open Tabs" settings in the Workspace
    - Fixed saving "Keep Backups" setting
    (v0.8.8)
    - Added preview of morphs to the Renderer. You can preview one morph keyframe per morph clip. Morphed normals aren't shown in the Renderer
    (v0.8.7)
    - When replacing, mesh unknown fields are now copied when the hierarchy with the base mesh has been previously replaced with a hierarchy without the base mesh within the same Workspace
    - Fixed parsing .xa files with multiple morphs of the same name
    (v0.8.6)
    - Fixed Collada export for unskinned meshes
    - Fixed Collada export of unused bones as joints for skinned meshes
    - Added normal calculation with no duplicate vertex detection by setting a negative threshold in the Workspace
    - Added ability to copy normals from close vertices in the Workspace. Read this post for more info
    - Added support for Esk Mate, AHM Figure, and AHM Trial (thanks to ScumSuckingPig)
    (v0.8.5)
    - Fixed removing all previous mesh objects when replacing meshes if not merging
    - Added option for replacing normals in the Workspace for meshes
    - Added export and import for simple morph editing. Read this post for more info
    (v0.8.4)
    - Added PNG, JPG, and DDS texture support
    - Removed check for valid names
    - Fixed incorrect rotations in matrix decomposition
    - Fixed adjusting unknown data for non-zero Mesh Types
    - Fixed displaying 0 as the last weight for unskinned meshes in the Mesh Object Editor. Actual bytes weren't affected
    - Added editor for unknown Hex fields in .xx files
    (v0.8.3)
    - Fixed using Yuusha MIK Trial in the Workspace
    - Fixed using meshes with different .xx formats in the Workspace
    - Fixed adding more skeletal animation clips
    - Fixed adjusting mesh material indices when removing materials
    - Added editor for mesh objects
    (v0.8.2)
    - Fixed mesh replacing
    - Added option to display bones in the Renderer
    (v0.8.1)
    - Fixed auto-detecting .pp format
    (v0.8.0)
    - Added support for SM Sweets, AHM Retail, and Yuusha MIK Trial (thanks to ScumSuckingPig and lauris71)
    - Changed some underlying code structures
    - Changed Collada format to Autodesk FBX v2010.0.2
    - Added support for SJIS filenames in .pp files
    Known Issues
    - Controls aren't locked or synchronized when performing tasks. Don't perform simultaneous tasks like saving again while it's already saving
    - May crash under 64-bit systems
    - When importing Collada into Maya/Max with Autodesk FBX, normals are reset. Exported normals in Collada from Maya/Max are retained when importing in SB3U


    Resources
    .xx File Format (partially outdated) by alessi
    .xx File Format (partially outdated) by RawMonk
    .xa File Format (might be partially outdated) by Alamar
    .vci & .vcs File Formats by Alamar
    .tty File Format by Alamar
    Parser for .xm by Alamar
    Parser for .js3krs by Alamar
    SB3 BotuPlay Cameo Mod Tutorial for SB3Utility v0.4 Pre22 by Alamar
    SB3 Body Accessory v6 Mod Tutorial for SB3Utility v0.4b Pre5 by Alamar
    SB3 Kokonoe Rin (SaYaKa Project) Mod Tutorial for SB3Utility v0.7.17 by Alamar
    Modding Club Tutorial Thread
    Various Posts About Transparency compilation by Sinbad
    Modding Digital Girl Rin by mariokart64n
    Utilizing .sfd Files by trogdor0071
    SB3U Vertex Options Explained by darkhound
    Last edited by Inquisitor; 04-19-2014, 06:00 AM. Reason: Add prefix

  • Originally posted by DillDoe View Post
    there's this weird bone display error.

    left is v1.16, right is v1.13
    Thanks DillDoe! That is a remainder of changing the mirroring of coordinates. The renderer mirrors in the old way. I need to update the renderer as well. Strange that one bone seems parentless.

    I just got some fixes for blendshapes ready. The renderer will be next.

    Comment


    • SB3UGS_v1.0.17beta includes:
      • Change in Fbx export allows to edit morphs in Blender
      • Fix in Fbx export for tangent's W component - this invalidates your exports again and you must export fresh. Sorry for that.
      • Fix in Avatar for renaming of Transforms - this finally allows to rename Transforms through out the whole Animator.
      • Fix for "Copy MonoBehaviour", AssetBundle didn't include new MB


      Download:
      ge.tt, Zippyshare

      Comment


      • Originally posted by enimaroah View Post
        SB3UGS_v1.0.17beta includes:[*]Change in Fbx export allows to edit morphs in Blender
        Great, just yesterday I was wondering if it would be possible to edit morphs.
        My blog, you can find my mods there too.

        Comment


        • Originally posted by roy12 View Post
          Great, just yesterday I was wondering if it would be possible to edit morphs.
          It is no new feature, but you would have been forced to use an Autodesk product or Metasequoia

          I still haven't checked Blender's output and would be interested in any result, especially when you replace a morph.

          Comment


          • SB3UGS_v1.0.17gamma features editing attributes of the GameObject asset.
            • Layer seems to be inherited in parts of the hierarchy.
            • Tag is used in some Mesh Transforms.
            • isActive is sometimes switched off to hide meshes initially.


            Download:
            ge.tt, Zippyshare
            Attached Files

            Comment


            • Sb3UGS 1.0.17 consolidates latest changes including bone display, creating new morphs, etc. More details are in the changes.log. The release post will be updated tomorrow.


              Download:
              ge.tt, zippy

              Sources:
              ge.tt, zippy

              Edit: release post updated.
              Last edited by enimaroah; 08-06-2015, 03:27 AM.

              Comment


              • Sorry to be a bother. ^^; I recently had to migrate to a new computer, and SB3Utility no longer works.

                It starts, but won't open any files and hangs considerably on closing.

                My system is Windows 8.1, meets all minimum requirements, and is in fact just a reset laptop that I have successfully run SB3 on in the past.

                Hopefully someone can suggest what's wrong, and even more hopefully it's not something silly or obvious that's been answered several times.

                Thank you

                Comment


                • Have you checked the release post? May be the solution for the issue with W7HP works for you.

                  I have rechecked the current release and it worked on W8P.

                  Comment


                  • SB3UGS_v1.0.18alpha includes updates mostly for SBPR's trial male maker, but fixes other problems too.
                    • Fixed textures including regular expression's metacharacters were not replaceable
                    • Fixed new textures names (1.0.16) made textures irreplaceable - Thanks to Perkel and bdsqlsz
                    • Fixed crash when exporting SkinnedMeshRenderer with less Materials than Submeshes


                    PathID Protection:
                    While older unity3d files had assets nicely numbered, 1, 2, 3, aso. The male maker comes with unsorted random PathIDs for assets. Other companies had released their files like this earlier. So the update now, may make modding of those games possible.
                    The new files also miss some assets, like Materials, Shaders, Texture2Ds. They are stored in other files and are therefore referenced by FileID and PathID. And this external referencing forces Sb3UGs to remove some protection. Errors users made were easier visible when Sb3UGS renumbered the PathIDs.

                    Now the options for "PathID Protection" are as follows:
                    • Protected - requires ordered PathIDs and ensures that new assets will be renumbered. This is how Sb3UGs worked before.
                    • Unprotected - doesn't change PathIDs and generates random PathIDs for new assets. This mode is required when assets in this file are referenced from other files.
                    • Automatic - checks ordering of PathIDs and stores the file in Protected mode if assets are ordered. The file is saved Unprotected otherwise.
                      Automatic mode is default always, but you can switch to the other modes before saving a file.


                    Download:
                    ge.tt, zippyshare - forgot to change important access method. Dont use this version.
                    Last edited by enimaroah; 08-09-2015, 02:20 AM.

                    Comment


                    • SB3UGS_v1.0.18beta fixes a bug where the last asset in the file wasn't loadable by games. SkinnedMeshRenderer, FlareLayer and AudioListener were affected.

                      Download:
                      zippyshare, ge.tt - same bug as above. Dont use this.

                      Edit:
                      Both version above have issues in Unprotected mode. You will get "FindComponent: pathID=###### not found" which will destroy links and might crash Sb3UGS when reloading the file.
                      Last edited by enimaroah; 08-09-2015, 02:21 AM.

                      Comment


                      • Hi,

                        When I load the (unmodified) resources.assets from PlayClub and try to export a skinned mesh (i.e. body_00H/cf_O_Lowerbody_00), I always get the error "Couldn't find frame used by the bone". Also, in the Mesh tab the entry Root Bone (Hash) is empty.
                        I tried it with v1.0.17 and v1.0.18beta.

                        Is the mesh export supposed to work for skinned meshes from the PlayClub resources.assets?
                        If so, what might I be doing wrong?

                        Comment


                        • Hello and welcome to HF, Lewton!

                          Please read the "General" section for Unity based games in the Glossary (link in my signature). All points about virtual Animators in particular. The empty "Root Bone (Hash)" is a strong indicator like the warning message in the Log window!

                          The export is supposed to work for SkinnedMeshRenderers and MeshRenderers for all supported games (HM, PC, SBPR).

                          You should work with v1.0.17 currently. I had to "withdraw" both later versions.

                          Comment


                          • SB3UGS_v1.0.18gamma is what the alpha should have been, but it includes the beta fix as well.

                            Additionally, the following changes have been implemented:
                            • Fixed material selection for Submeshes and texture selection for Materials which could become unresponsible.
                            • Fixed Transform registration in Avatar. AddBone created duplicates. Happened when ImportedFrames or Transforms were replaced with Add or Merge.
                            • Changed how Avatars are searched for virtual Animators. GUI opens Avatar selection when no Avatar was found.


                            Known issues:
                            Performance: when newly added assets are removed before saving, then all assets which store references are loaded before saving. Workaround for adding new Transforms: choose "Add" not "Merge".

                            Download:
                            ge.tt, zippyshare
                            Last edited by enimaroah; 08-09-2015, 07:21 AM.

                            Comment


                            • Originally posted by enimaroah View Post
                              Hello and welcome to HF, Lewton!

                              Please read the "General" section for Unity based games in the Glossary (link in my signature). All points about virtual Animators in particular. The empty "Root Bone (Hash)" is a strong indicator like the warning message in the Log window!

                              The export is supposed to work for SkinnedMeshRenderers and MeshRenderers for all supported games (HM, PC, SBPR).

                              You should work with v1.0.17 currently. I had to "withdraw" both later versions.
                              Thanks for the quick reply! I actually got it working now with your pointer to the glossary. I was a bit confused at first, because after changing the avatar I had to reload the mesh to make it work. (i.e. click on another mesh and then on the mesh to export again, to see if the root bone hash was found for this mesh.)

                              Only issue left is that after importing the mesh in blender, the armature and the mesh is scaled way down nearly to a single point. Im not sure if this is due to a bone transform or if the coordinates really are that small compared to blenders coordinates. But I guess I will figure this one out.. I just want to omit a manual scale to keep the original model size for reimporting.

                              Comment


                              • Originally posted by Lewton View Post
                                Thanks for the quick reply! I actually got it working now with your pointer to the glossary. I was a bit confused at first, because after changing the avatar I had to reload the mesh to make it work. (i.e. click on another mesh and then on the mesh to export again, to see if the root bone hash was found for this mesh.)

                                Only issue left is that after importing the mesh in blender, the armature and the mesh is scaled way down nearly to a single point. Im not sure if this is due to a bone transform or if the coordinates really are that small compared to blenders coordinates. But I guess I will figure this one out.. I just want to omit a manual scale to keep the original model size for reimporting.
                                That's right! The absolute positions are a fraction of formerly used ones. I adjusted the near clip value in Blender to be able to zoom in conveniently. I had to change the FBX output of Sb3UGs a few times in the past. Rescaling should have been included then. If I would implement it now it would have to be an option to allow the use of older workfiles.

                                Be sure to set the Avatar before doing anything else and you wont have to refresh afterwards.

                                Comment

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