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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

  • Mrchen
    At the top of each thread is the navigation hierarchy. In this thread it is "Home > Forum > Hentai Lair > HF-modding/translation". The "HF-modding/translation" is the club area. If you click it you will see a bunch of threads (below the subforums); sticky ones first and there you can find the PH modding discussion.
    Last edited by enimaroah; 11-06-2017, 09:07 AM.

    Comment


    • SB3UGS_v1.7.14
      • Added partial support for texture format BC7
      • Fixed copying Shaders in Unity 5.5.x using m_ParsedForm.m_Name for comparison
      • Fixed saving files with missing Type Definition by aborting - thanks to Mrchen
      • Added AcquireTypeDefinitions for all actions in AnimatorEditor - thanks to Mrchen

      Click image for larger version  Name:	AcquireTypeDefinition.png Views:	1 Size:	138.0 KB ID:	5852625
      Whenever you replace or convert meshes, materials and textures in the Animator editor Sb3UGS tries to acquire missing Type Definitions. Open other AssetBundle files with these type definitions and repeat the action you tried before. This also works for regular game files with stub Type Definitions, but you have to open other regular game files to let Sb3UGS acquire those stub Type Definitions.

      When you save a file and had used other functions to get new assets into the file, like "Mark for Copying" / "Paste all Marked", and a type definition is still missing then the save is aborted! This prevents to get unusable files. Note the missing type in the Log window, and search for files of the same file type which include that type definition. Then copy an asset of that type into yours or use the scripting function as can be seen in the screenshot above.

      Download:
      Analysis from Virustotal of SB3UGS_v1.7.14

      ge.tt, 1fichier, solidfiles, sendspace

      Sources:
      ge.tt, 1fichier, solidfiles, sendspace
      Last edited by enimaroah; 11-08-2017, 09:08 AM.

      Comment


      • Splitting a Single Mesh by Materials

        When you have a single mesh which uses several materials (some faces with one material and some other faces with another material) then the mesh must be split by materials to be used in Unity games.

        In Maya the mesh with two materials was copied twice. Those duplicated meshes did not retain the skin. Only the original mesh cf_O_top_HM_d_O_0 is skinned. Then the duplicates where cut and each mesh got a material with a different texture.
        Click image for larger version

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        Since they all are placed in the same frame Sb3UGS imports them all as submeshes.
        Click image for larger version

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        Now you prepare the Transforms in the ObjectTree. The original mesh Transform was already present in my example but cf_o_top_HM_d_O2 was "Create"d as new child of N_top_a and moved below cf_o_top_HM_d_O.

        Now for the double replacement technique.
        The original SkinnedMeshRenderer cf_o_top_HM_d_O was replaced only once with one half of the new cut meshes and doesn't show this technique. But the new Transform cf_o_top_HM_d_O2 gets replaced first with the first ImportedMesh from the workspace which is fully skinned. You have to uncheck the second and third submesh for this replacement which lets Sb3UGS ignore those two. The default replacement options are fine.
        Then you check and uncheck the submeshes in the workspace as in the screenshot. And you have to set the base of that submesh (Target Position) to 0 from its context menu. This second replacement will use "Copy Nearest" for Bones and Normals and this produces the skin for this mesh. Both replacements require (because of the different names in the workspace and ObjectTree) that you drop the ImportedMesh cf_o_top_HM_d_O precisely onto the destination Transform cf_o_top_HM_d_O2.

        In the ObjectTree you can see the result. The original SkinnedMeshRenderer cf_o_top_HM_d_O still retains all original 152 bones (not all are really used). The imported and replaced SkinnedMeshRenderer cf_o_top_HM_d_O2 only has the used 24 bones. For a completely new costume you would have only the cf_o_top_HM_d_O2 case. That's why I skipped the details for cf_o_top_HM_d_O above.

        Click image for larger version

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        Last edited by enimaroah; 11-13-2017, 02:29 PM.

        Comment


        • Neerhom
          Neerhom commented
          Editing a comment
          I'm curious: is there any particular reason for mesh to loose skin when split in Maya? From Blender user's perspective this is kinda nonsensical, as Blender retains skins (vertex groups, and their weight assignments), though one would have to remove the empty vertex groups from new meshes.
          Also, a minor correction: the necessity of splitting meshes by material is only true for import trough SB3UGS, as Unity editor, if is an option, supports such meshes.

      • I got a problem running SB3UGS. My old computer was damaged so I'm trying running it in a new laptop. When the program start it shows a windows with this message:
        "External Component has thrown an exception"

        After pressing OK the program start. The log window shows this messages:
        "Settings are saved at C:\SB3UGS\SB3UGS_v1.7.13\SB3UtilityGUI.exe.config"
        "Autosaving script to C:\SB3UGS\SB3UGS_v1.7.13\SB3UtilityGIU.autosavescr ipts.txf"
        "Object reference not set to an instance of an object" (this shows 3 times)

        I can open a unity3d file but if I select an animator or material nothing is displayed in the object tree, morph, material and textures taps.

        I get the same problem with older versions as well.

        The computer has Windows 10 Home 64bit (10.0, Build 15063)
        DirectX12
        net.framework and V C++ are both installed.

        Comment


        • Neerhom
          Wow, with a little experimenting I found three ways of duplication. The normal way produces an unskinned copy of the mesh. But "Duplicate Special" can either make a skinned copy ("Duplicate input connections") or even duplicate the whole hierarchy of the mesh and then it gets bones which use the copied frames of the new skeleton ("Duplicate input graph"). So yeah, Maya has it all.

          But editing that duplicate (with "Duplicate input connections") afterwards - even exporting - is a problem. I dont know if this is a bug in Maya 2017 U3 or if I miss something. Need to verify this with the new version.

          This leaves the duplicated hierarchy. A bit unwieldy but possible to use (same frame names of the skeleton only the root has a different name) and it would simplify the double replacement.
          Click image for larger version  Name:	Maya-DuplicateSpecial.png Views:	1 Size:	169.2 KB ID:	5857194

          I guess I will make another tutorial in one of the game related modding discussions which will show how to produce a costume AssetBundle file with Unity editor which can be directly used in the game. The scene with the hierarchy should not be a problem, but MBs for DynamicBones, SetRenderQueue, UVNB and Nml might be harder than using Sb3UGS.
          Last edited by enimaroah; 11-14-2017, 01:10 PM.

          Comment


          • Neerhom
            Neerhom commented
            Editing a comment
            It's good to know that Maya has it, though based on your description the process seems more convoluted in comparison to how Blender does it. In Blender you can simply press P in mesh edit mode and select Separate by material and you're done - the mesh is split by materials with skin and morphs being preserved. Though, one would have to rename the newly created mesh objects as "name_number", so SB3UGS would treat them as submeshes of a single mesh.

        • Belgar17
          After those two messages Sb3UGS reads the DLLs in the plugins folder. I guess that something prevents Sb3UGS from processing those DLLs. Windows Defender other security suite?

          Comment


          • DokEnkephalin
            DokEnkephalin commented
            Editing a comment
            I'm getting the same problem, and SB3UtilityGUI.exe.config is created with the lines:

            <applicationSettings>
            <SB3Utility.Properties.Settings>
            <setting name="PluginsDoNotLoad" serializeAs="String">
            <value>libfbxsdk.dll;msvcp110.dll;msvcr110.dll;nif lib.dll;sb3utilityfbx.dll;sb3utilitynif.dll;sb3uti litypp.dll;syntaxhighlightingtextbox.dll;</value>
            </setting>

            It's not blocked by any security software. Am I missing some prereq package? MSVC is fully installed, and I can't think of anything I missed that MSVC wouldn't automatically grab. I'm using creator's build of Win10.

        • Thank you, DokEnkephalin for your report!

          Like Belgar17 you are on W10 Home? I ask because I had checked on W10 Pro with Creators Update and there were no problems.

          And for clarification, both of you are not complaining about the renderer on the right side? So SlimDX and Sb3UGS' renderer are working, right?

          Sb3UGS requires the redistributables of VC++ 2010 and 2012, both x86. So you could try to install SlimDX and both redistributables. I doubt that this helps, but even a negative confirmation would be good to have.

          I had started a conversion of Sb3UGS v1.7.14 from VS2012 to VS2015. There is a small gap which I will try to close, as this conversion now uses FbxSDK 2016.1.1 and is therefore not fully compatible with Blender. Please let me know if you would like to try this version.

          Edit:
          It is ready and using Fbx2015.1 now. So it should be compatible with Blender, kind of -VS2012 +VS2015 including redistributables, but additionally using UniversalCRT for W10 version 10.0.10240.0. No need to install redistributables of UCRT or VS2015 - I will redistribute required dlls like before for VS2012.

          Edit2:
          Sb3UGS v1.8.0 with no functional changes. Only using different building environment and libraries.

          Download
          Analysis of Sb3UGs v1.8.0 on VirusTotal

          ge.tt, 1fichier
          Last edited by enimaroah; 11-15-2017, 10:42 AM.

          Comment


          • DokEnkephalin
            DokEnkephalin commented
            Editing a comment
            I think all Creator's Builds are Pro, but I verified that mine is. I reinstalled x86 versions of both VC redists to be sure they weren't missed, and I believe MSVC installed SlimDX for me, but I reinstalled it to be certain. Then I dloaded and ran v1.8.0, and I'm still getting the exception. I can't test rendering because the object tree is empty when I open the base model, had the same problem I trying to open dialog packages. Textures also won't display.

        • SlimDX is working as soon as you have the blue rendering window on the right side. Click with left and right mouse buttons in it to see the origin and the current cursor.
          Click image for larger version  Name:	SlimDX_working.png Views:	1 Size:	8.7 KB ID:	5857998

          But I am clueless at the moment about that crash.

          Edit:
          I could reproduce the problem:
          A small window showing "External component has thrown an exception." when clicking the okay button the main windows of Sb3UGS opens but shows "Object reference not set to an instance of an object." thrice.

          No renderer, only the Image preview window is there. Unity files can be opened, but Animators open with an empty ObjectTree.

          I am almost certain that this state of windows requires to reinstall the latest DirectX.

          Edit2:
          Yes, that fixed it for me. I used an older dx download from 2011.
          Last edited by enimaroah; 11-15-2017, 02:20 PM.

          Comment


          • DokEnkephalin
            DokEnkephalin commented
            Editing a comment
            Ah, I'm on a new system, so a lot of stuff that I would've and should've had on here isn't. Installed earlier DX11, and without rebooting I launched SB3UGS without error, and a cursory text of the view pane shows the origin you illustrated above, rotating with my cursor. I don't have time to put it to use atm, but I assume it's working correctly now.

        • Thanks for your confirmation!

          I have changed the message of the exception which now informs about this solution. Additionally the Animator opens, but that would not allow to work with Sb3UGS. As soon as matrix math (e.g. Matrix.Transpose()) is required SlimDX produces the same exception. A little browsing the file's contents without any mesh display - that's it.

          Edit:
          With some extra DLLs from dx in the SB3UGS folder it is even possible to make it completely functional without requiring a dx reinstall.
          Last edited by enimaroah; 11-17-2017, 06:38 AM.

          Comment


          • How to Install SlimDX x86 manually please?

            Comment


            • I have IPA installed, there's any conflict with SB3UGS? Is the HiR_1.1.1 Utility needed?

              Comment


              • I have IPA installed, there's any conflict with SB3UGS? Is the HiR_1.1.1 Utility needed?

                Comment


                • Originally posted by Mirenzo View Post
                  I have IPA installed, there's any conflict with SB3UGS? Is the HiR_1.1.1 Utility needed?
                  IPA is the base for plugins, game plugins. Sb3UGS modifies Unity files. HiR is a tool which uses Sb3UGS for integrating items into studio. Neither Sb3UGS nor HiR have anything to do with IPA.

                  Whether you need HiR or not depends on mods which contain items for studio, respectively HiR_Neo for studio neo.

                  Comment


                  • Thank you very much enimaroah

                    Comment


                    • enimaroah

                      The trial version of Custom Order Maid 3D2 got released (DL link) which uses Unity version 5.6.4p2, which SB3UGS (1.7.14) doesn't work well with.
                      While it can open .assets files, opening animators or creating virtual animators from filtered gameobjects tpretty much throws errors all over the place (i know that description isn't helpful, but i'm pretty sure files are going to tell a better story than me). Any chance that you could implement support for it?
                      Making futa/yuri master model
                      CM3D to CM3D2 mod porting
                      Lesbian dual vibrator fix
                      Furry maid set
                      CM3D2.CategoryUnlocker
                      COM3D2.ModLoader
                      COM3D2.CategoryCreator

                      Comment

                      Working...
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