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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 enimaroah View Post
    You should do what is written in the dialog, "Open AssetBundle files with the missing type definition" and that means
    1. every file in the abdata folder and all its childs, because all of them are AssetBundle files. Not all of them include the missing type definition(s) though.
    2. So in your case you have to seek for an AssetBundle file which includes the type definition for a SkinnedMeshRenderer. The first thing that comes to mind would be a body mesh or a clothes mesh. Those are target of skeletal bone animation and for this reason they must be SkinnedMeshRenderers. (meshes with morphs aka BlendShapes, like heads require this as well). In many games from Illusion the files with clothes include the name of the clothes, like cf_socks_00.

    Now all that you have to do is, open such a file as described in the steps above with Sb3UGS, then repeat the original operation which had shown the dialog with the missing type definition.
    but i export the mesh from one mod. this mod should have the bone for this mesh, and i saw them in its tree. In this way, if i say i find the skeletal bone for the mesh, what should i do next?
    how to copy this skeletal bone into the new mod mesh?

    Comment


    • A skinned mesh requires a skeleton, in which the bone Transforms can be found. That means, you would have to merge the skeleton from the workspace into the destination Object Tree before you can merge or replace the mesh.

      If you started with a fresh small AssetBundle file which doesn't have any Transform in it then you will get the same warning as at the beginning but this time for Transforms. Make sure that you have opened another AssetBundle file with Transforms in it which can be used by Sb3UGS to copy the type definition.

      Usually you have the following hierarchy:
      1. a root Transform, e.g. p_cf_body_top_07_01
      2. below that root Transform are often several branches, like
        1. cf_J_Root - expand it all and very often you wont find any (Skinned)MeshRenderer. That would be the branch of the skeleton.
        2. cf_N_O_root - expand it all and very often you find all the (Skinned)MeshRenderers of that Animator in this branch.

      The hierarchy has sometimes more branches, and sometimes skeletons would not hang below the root Transform but deeper in the hierarchy. And when that happens you can find several skeletons with identically named Transforms.

      Try to create the simplest hierarchy with one branch for the skeleton and one for the SkinnedMeshRenderer(s). Yes, both! If you have created both branches, then you can use the Blue Area of the destination Object Tree and Sb3UGS will find the "Destination Parent" in the replacement dialog all by itself.

      But we are not done yet, I suppose. If you started with a fresh AssetBundle file without a Material, then you will want to have at least one in your file, and that requires - you guessed it - the type definition for the Material and one Material asset. The easiest way to get both into your file will be to use a workspace. It could be even the workspace of the fbx file.
      Open an AssetBundle file which contains a Material. Important! Make sure that it is a Material of something in the game that you find appropriate. The effect and way something is displayed in the game depends on the Material (and its Shader). If you find such a Material, use Sb3UGS to locate it. Alternatively you can use the one from the mod. Drag and drop the Material from the source Object Tree into any workspace, switch to your destination Object Tree, and drag and drop that Material in this destination Object Tree. If you give the Material the same name as the mesh is using in the workspace then Sb3UGS will assign it automatically. If Sb3UGS cant find it with the same name then you will have to select the Material for the submesh manually in the Mesh editor.
      Last edited by enimaroah; 03-19-2018, 03:50 AM.

      Comment


      • Originally posted by enimaroah View Post
        A skinned mesh requires a skeleton, in which the bone Transforms can be found. That means, you would have to merge the skeleton from the workspace into the destination Object Tree before you can merge or replace the mesh.

        If you started with a fresh small AssetBundle file which doesn't have any Transform in it then you will get the same warning as at the beginning but this time for Transforms. Make sure that you have opened another AssetBundle file with Transforms in it which can be used by Sb3UGS to copy the type definition.

        Usually you have the following hierarchy:
        1. a root Transform, e.g. p_cf_body_top_07_01
        2. below that root Transform are often several branches, like
          1. cf_J_Root - expand it all and very often you wont find any (Skinned)MeshRenderer. That would be the branch of the skeleton.
          2. cf_N_O_root - expand it all and very often you find all the (Skinned)MeshRenderers of that Animator in this branch.

        The hierarchy has sometimes more branches, and sometimes skeletons would not hang below the root Transform but deeper in the hierarchy. And when that happens you can find several skeletons with identically named Transforms.

        Try to create the simplest hierarchy with one branch for the skeleton and one for the SkinnedMeshRenderer(s). Yes, both! If you have created both branches, then you can use the Blue Area of the destination Object Tree and Sb3UGS will find the "Destination Parent" in the replacement dialog all by itself.

        But we are not done yet, I suppose. If you started with a fresh AssetBundle file without a Material, then you will want to have at least one in your file, and that requires - you guessed it - the type definition for the Material and one Material asset. The easiest way to get both into your file will be to use a workspace. It could be even the workspace of the fbx file.
        Open an AssetBundle file which contains a Material. Important! Make sure that it is a Material of something in the game that you find appropriate. The effect and way something is displayed in the game depends on the Material (and its Shader). If you find such a Material, use Sb3UGS to locate it. Alternatively you can use the one from the mod. Drag and drop the Material from the source Object Tree into any workspace, switch to your destination Object Tree, and drag and drop that Material in this destination Object Tree. If you give the Material the same name as the mesh is using in the workspace then Sb3UGS will assign it automatically. If Sb3UGS cant find it with the same name then you will have to select the Material for the submesh manually in the Mesh editor.
        thanks for your answer. I found the SkinnedMeshRenderer for the part that i wanna add to another mod. When i drop it to the new mod object tree, nothing happens, no SkinnedMeshRenderer can be copied to the new mod. why? and how to copy this SkinnedMeshRenderer to the new mod.
        PS; the new mod isnot a fresh one, it has already many components.

        Comment


        • Didn't you begin the discussion with an export of the mesh that you already made? My explanation was following that path.

          Copying SkinnedMeshRenderers can be achieved in two ways. Either, along with a "Mark for Copying" / "Paste All Marked" operation of an Animator, but then all SkinnedMeshRenderers would be copied. Or, by export and import/replace usually in FBX format. There is a more complex third way which I dont want to explain here.

          If you open a workspace and drag a Transform from the Object Tree into it - even though you can see the SkinnedMeshRenderers in the workspace - those all other non-Transforms are not copied when you drag and drop a Transform back from the workspace into a destination Object Tree. Note the type of the node in the workspace says "Transform"! And only that type is handled there.

          Comment


          • i tried your first way, all the bones are copied into the second mod and create another animator. i can see the bone in the new animator, but the two components are not merged together. they are in tow isolated animator.
            i tried your second way, drag it from the object tree to a workspace, then i drop it from workspace to the second mod object tree, SkinnedMeshRenderers cant be copied.?
            here is an example Click image for larger version

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            Comment


            • Originally posted by qifenjile View Post
              i tried your first way, all the bones are copied into the second mod and create another animator. i can see the bone in the new animator, but the two components are not merged together. they are in tow isolated animator.
              i tried your second way, drag it from the object tree to a workspace, then i drop it from workspace to the second mod object tree, SkinnedMeshRenderers cant be copied.?
              here is an example Click image for larger version

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              Correct, I had described that using a SkinnedMeshRenderer below a Transform node in the workspace cant be used for copying.

              I think your problem is understanding the difference between the workspace and an export. Those are two different things. Exporting in every program is to produce data in a file. The workspace in Sb3UGS can hold very different content, e.g. what you showed is a part of a hierarchy of some Object Tree. But this is NOT an export. If you would have exported the mesh, and dragged the export file into Sb3UGS, then you would get a workspace with the contents of that file. The different objects in the workspace can be seen by their root node, like "ImportedFrame" or "Transform", etc.
              Click image for larger version

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              Green operations are supported. Red lead to unsupported operations.

              The name of the workspace is irrelevant for Sb3UGS. It can be opened with Ctrl-W or from the menu and then be labelled "Workspace" or like in the screenshot above originate from an imported FBX file.

              Comment


              • Originally posted by enimaroah View Post
                Correct, I had described that using a SkinnedMeshRenderer below a Transform node in the workspace cant be used for copying.

                I think your problem is understanding the difference between the workspace and an export. Those are two different things. Exporting in every program is to produce data in a file. The workspace in Sb3UGS can hold very different content, e.g. what you showed is a part of a hierarchy of some Object Tree. But this is NOT an export. If you would have exported the mesh, and dragged the export file into Sb3UGS, then you would get a workspace with the contents of that file. The different objects in the workspace can be seen by their root node, like "ImportedFrame" or "Transform", etc.
                Click image for larger version

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                Green operations are supported. Red lead to unsupported operations.

                The name of the workspace is irrelevant for Sb3UGS. It can be opened with Ctrl-W or from the menu and then be labelled "Workspace" or like in the screenshot above originate from an imported FBX file.
                thx a lot. Finally, i succeed. i added the monobeheaver to the new mod, it works! I did what you told me, export the mesh and import it to the new mod.
                it is done. thx again.

                Comment


                • i have another question, how to move pantyhose items to socks?

                  Comment


                  • Really a studio item? That depends. If it is really an item and has been converted into a MeshRenderer, then it is some effort to make it valid clothes again. Clothes need a very precise skin to prevent clipping through other clothes and the body.
                    If the pantyhose is still a SkinnedMeshRenderer with an original skin then the effort is quiet small. You would just need to create a valid clothes entry in the list file. Look at other socks entries and create a new line with adapted values for the pantyhose. You can even use your own list file for this purpose. There should be examples in the Glossary.

                    Comment


                    • Originally posted by enimaroah View Post
                      Really a studio item? That depends. If it is really an item and has been converted into a MeshRenderer, then it is some effort to make it valid clothes again. Clothes need a very precise skin to prevent clipping through other clothes and the body.
                      If the pantyhose is still a SkinnedMeshRenderer with an original skin then the effort is quiet small. You would just need to create a valid clothes entry in the list file. Look at other socks entries and create a new line with adapted values for the pantyhose. You can even use your own list file for this purpose. There should be examples in the Glossary.
                      in the second case, how to create a clothes entry in the file list in the game? I just want to wear some pantyhose in socks list or glove list.
                      Last edited by qifenjile; 03-20-2018, 08:04 AM.

                      Comment


                      • Creating your own list file is explained below the "Make your own Clothes / texture variant" tutorial. And that is linked in the Glossary. Study the original list file carefully to understand the names for clothes categories and use the one for the socks or gloves respectively to create your own file, TextAsset and list entry. The principle is the same as in SBPR, and for SBPR there is a detailed tutorial from aastaroth linked in the Glossary.

                        Comment


                        • SB3UGS_v1.11.1
                          • Changed Koikatsu TextAsset list editing, added view of poses
                          • Added copy and paste of Koikatsu TextAssets into/from clipboard
                          • Fixed not closing editors when "Replace Files..."
                          • Fixed m_Dependencies entry of AssetBundle not using the file's path
                          • Fixed AssetBundleManifest editor not showing changed state
                          • Fixed "Copy to Clipboard" and "Paste from Clipboard" no longer require the internal editor - thanks drpavel
                          • Changed MonoBehaviour editor from modal to non-modal
                            1) can be opened directly from the Unity file's "MonoB. & Other" or from within an Animator
                            2) every change is immediately performed on the MonoBehaviour: No Cancel, but Revert!
                            3) unlimited Undo and Redo for the contents
                            4) scripting commands moved from AnimatorEditor to MonoBehaviourEditor

                            Click image for larger version

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                          • Removed scipting commands in AnimatorEditor:
                            SetMonoBehaviourAttributes, SetMonoBehaviourExtendedAttributes,
                            MonoBehaviourArrayInsertBelow, MonoBehaviourArrayDelete,
                            MonoBehaviourArrayCopy, MonoBehaviourArrayPasteBelow, SetMonoScriptAttributes
                          • Issue found: expanding/collapsing TreeView nodes with childs not always working
                          • Issue found: undocking Animator(others too?) editors can freeze Sb3UGS any time later

                          Download:
                          github release

                          Sources:
                          github release

                          Comment


                          • SB3UGS_v1.11.2
                            • Fix for undocking Animator editor freezing Sb3UGS
                              Undocking and docking back into the Editors prevents sending events to the Mesh list. The result is that the mesh selection in the Object Tree doesn't work, until making the Mesh list visible. So after undocking/redocking click on the Mesh tab. As soon as you see the Mesh list, the selection in the Object Tree will work again.
                            • Added Mesh channels: Normals and Tangents in the Attribute editor

                            Download:
                            github release

                            Sources:
                            github release

                            Comment


                            • For some reason setrenderqueue is no longer working for me. All the older files that I created with renderqueue still work correctly however if I try to copy the unity3d file or workspace the mono into another file and drag it onto the transform it will not work. Im getting this error message in the sb3u

                              "Exception has been thrown by the target of an invocation.
                              Index and length must refer to a location within the string.
                              Parameter name: length"

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                              • 73lac7c
                                A test with HS files was successful. No idea. It simply works for me. But I will test that for other games as well.

                                I would need to know which source and destination files you are using and which game you are modding (to learn the Unity version).

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