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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

  • Approximately three month until release, and it isn't known if Kiss will use the same version for the release, right?

    No promises, but I will download the trial and try to estimate the effort.

    Comment


    • Neerhom
      Neerhom commented
      Editing a comment
      Indeed. Though, if i were to guess, if engine version is to change the number is likely to go up , which would l mean that SB3UGS isn't going to work with it too. Anyways, thanks in advance.

  • Differences from Unity5.5 to Unity5.6:
    • Material has new fields. Reading, writing is no problem - implemented. But not editable in the gui.
      • public bool m_EnableInstancingVariants
      • public bool m_DoubleSidedGI
      • public List<string> disabledShaderPasses
    • AnimationClip
      • typeID / classID - just a name change?
      • typeID in GeneridBindung now 4 bytes - implemented
      • isPPtrCurve is aligned
    • MeshRenderer (and derived) now have a m_SortingLayer
    • ParticleSystem
    • ParticleSystemRenderer
    • Canvas
    • New Asset Types which will not be supported soon: RenderTexture, MovieTexture


    Current state of implementation: loading of resources.assets complete. Structure completely supported. Material and MeshRenderer attributes in the gui next.

    Cant find matching Animator <-> AnimatorController pair for checking animations. That's probably stored in arc files. I need to verify functionality in a test project; arc files will not be supported.
    Last edited by enimaroah; 11-26-2017, 01:02 PM.

    Comment


    • Neerhom
      Neerhom commented
      Editing a comment
      The thing about KISS is that they don't use assets or asset bundles files for character animation. IT doesn't look like there are any backgrounds with animated objects, hence lack of matching Animator-AnimationController pair. Character animation files are indeed stored in arc files, but given that those are KISS-specific and the tools written for CM3D2 work with COM3D2, additional for support for those is unnecessary anyways.

  • No modding discussion thread for COM3D2? Will the discussion continue in CM3D2?

    Hm, then I release it here:

    SB3UGS_v1.9.0 has support for Unity 5.6.4, but is only little tested. See the post above for changed assets.

    I also made a long overdue alignment of version checking. There were two methods used in parallel which made the code less easier to read. Nearly all assets were touched.

    Download:
    ge.tt, 1fichier, sendspace
    Sources:
    ge.tt, 1fichier, sendspace
    Last edited by enimaroah; 11-27-2017, 03:07 PM.

    Comment


    • Neerhom
      Neerhom commented
      Editing a comment
      Thank you for the update! It works for great for what I've managed to test so far.
      Regarding the animation, there is a nei (virtual from gameobject) that has Animation linked to it, so that might be worth checking.

    • awesomeguy247
      awesomeguy247 commented
      Editing a comment
      I'll create the MOD discussion for COM3D2 later

  • How difficult would it be to convert an asset bundle's version? Simple as changing a header or would it require structural retranslation?
    Brevity is the soul of...

    My Gallery Since 2008

    Comment


    • With the current version of Sb3UGS it is not possible at all.

      E.g. an asset of version x contains a structure, but in the same asset in version y the structure is either not present or different or had been shifted. This could happen across many assets. Therefore, I have to explicitly adapt every asset for every version. Often, assets were not changed, but each asset has the its whole change history implemented hard-coded.

      TheHologram had started something against this weakness a while ago. Not sure how far he got and which version of Sb3UGS he used.

      Comment


      • i've been looking trough COM3D2 stuff, and noticed that KISS now has a nasty tendency of positioning their background pieces in Unity editor or something, which makes it a bit annoying editing them, as SB3UGS seem to only export meshes, so when imported into a 3d editor, the background has it's pieces misaligned. So, would it be possible add an option to export Mesh and SkinnedMesh Renderers with transformation data of their parent Transforms?
        What i mean is, if there is transform Cub with a MeshRenderer and the transform has Translation of 1 2 3, i'd like it the to be an option to export the Mesh linked to MeshRenderer as a mesh with translation of 1 2 3 instead of 0 0 0 as it is now.
        Making futa/yuri master model
        CM3D to CM3D2 mod porting
        Lesbian dual vibrator fix
        Furry maid set
        CM3D2.CategoryUnlocker
        COM3D2.ModLoader
        COM3D2.CategoryCreator

        Comment


        • They always are!
          Click image for larger version

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          The question is, why are they not in your case? Do you have an example?

          Comment


          • Originally posted by enimaroah View Post
            They always are!
            Click image for larger version

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            The question is, why are they not in your case? Do you have an example?
            That would mean, that I've jumped to conclusion, which would also mean that Blender's FBX importer doesn't properly read Transformation data from files generated by SB3UGS. I've check the files with Unity Editor, and that is definitely issue with Blender's importer. While importer can read such data, it is not the case with files from SB3UGS.
            Making futa/yuri master model
            CM3D to CM3D2 mod porting
            Lesbian dual vibrator fix
            Furry maid set
            CM3D2.CategoryUnlocker
            COM3D2.ModLoader
            COM3D2.CategoryCreator

            Comment


            • It is too bad, we are at FbxSDK 2015.1 which means file format version 7.4.0. Any later version produces strange effects in Blender, at least with skinned meshes. Bones got a wrong orientation in my tests.

              Did you test the compatibility format FBX 2006?

              If that doesn't help either then we must think of some kind of export with world-coordinates where Sb3UGS premultiplies vertex positions accordingly (like for MQO).

              Comment


              • Neerhom
                Neerhom commented
                Editing a comment
                Well, the compatibility format, isn't compatible with Blender, as it says that version 6100 isn't supported and 7100 or older is required.

                How bad bone orientation was? It could be a matter of changing Primary and Secondary bone exes in the import settings under Armature tab.

            • I see, 6.1 would have to be ASCII not binary. I guess, I could offer this format too.

              OBJ format seems to work for unskinned meshes. It premultiplies in Blender's importer and the orientation was correct in my test.

              Thanks for the heads up about the Primary and Secondary Bone Axis. I will test that. It might allow to update Sb3UGS to a more recent FbxSDK.

              Edit:
              Using FbxSdk 2016.1.2 doesn't make a difference for unskinned meshes and their world transformation.So we would not solve the original problem with that.
              Last edited by enimaroah; 12-06-2017, 04:47 AM.

              Comment


              • Neerhom
                Neerhom commented
                Editing a comment
                Thanks for the hint on obj, as that is suitable workaround atm, even for skinned meshes if necessary...
                The only thing i can think of, is that there are notable differences in how Blender's FBX exporter and SB3UGS write transform data for objects, so the only thing i can think of is to make some sort of "Blender mode" in which transform data would written in the same way as Blender's FBX exporter does it.

            • SB3UGS_v1.9.1
              1. Fixed slow refresh when selecting several meshes
              2. Added version check before making destination file unsavable - thanks to DokEnkephalin
              3. Changed FbxSDK to 2018.1

              Blender's problems with animations were not related to the newer FBX format 7.5.0 (FbxSDK 2016+). Animated meshes may "swim" but that is not new. I compared the same animation exports of FbxSDK 2015.1 and FbxSDK 2018.1.1 and found them equal.

              Mapmakers be aware of point #1!

              Download:
              ge.tt, 1fichier, sendspace

              Sources:
              ge.tt, 1fichier, sendspace
              Last edited by enimaroah; 12-07-2017, 10:06 AM.

              Comment


              • How can I delete textures from assets archive? "Delete" button does not work. Cant find anything inside the interface.

                Click image for larger version

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                Attached Files

                Comment


                • You are showing TextAssets not Textures :-)

                  Comment


                  • SB3UGS_v1.9.2
                    • FBX imported meshes are triangulated, if they were not.
                    • FBX imported meshes are split by material - thanks to 73lac7c (and Neerhom for helping me to understand)

                    A single mesh with a material used on the left side, and another used on the right side. The areas at the sides are without any material.
                    Click image for larger version

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                    Download:
                    ge.tt, 1fichier, sendspace

                    Sources:
                    ge.tt, 1fichier, sendspace

                    Comment


                    • SB3UGS_v1.9.3
                      • Changed MonoScript entries in the inventory (AssetRefs) are removed when removing a MonoScript
                      • Fixed Animator assets are shown in the Filtered tab and get removable that way - thanks to TLO
                      • Fixed missing shader names in Material editor's "Shader Used" combobox (Unity 5.5.4+)
                      • Added using internal Shaders when pasting. This allows making Shader dependencies local. - thanks to Swedra
                      • Fixed differences for transfering Materials between "Mark for Copying"/"Paste all Marked" and Workspace - thanks to linkerman
                      • Changed Shader name priority in Unity 5.5.4+ to m_ParsedForm.m_Name
                      • Fixed missing type definition warning of textures when merging textures through the Workspace


                      Download:
                      ge.tt, 1fichier, sendspace

                      Sources:
                      ge.tt, 1fichier, sendspace
                      Last edited by enimaroah; 12-18-2017, 12:57 PM.

                      Comment

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