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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

  • This is not a release thread for mods. Please use the correct thread.

    Bigger files cant be attached to posts. Please use an external host and link to that file. Older releases of Sb3UGS were hosted that way, if you should need a host.

    Comment


    • Originally posted by Thorfkin View Post

      If I can find a way to host the file I'll post it.
      I already did the patch. I didn't fully test it but seems to work when I tried it. Its posted in the game discussion on steam if you want to check it.

      Comment


      • And now we have reached the second step I spoke of. But I promised too much because editing "every" asset will require parts of step #3.

        SB3UGS_v1.12.3 is interesting for a broader audience because it should allow to mod older games and KK including its Scene-AssetBundle files.
        • Added transfer of assets linked in GameObjects using the Workspace, e.g. MeshCollider
        • Changed Shift-Delete in ObjectTree deletes every asset, e.g. MeshColliders
        • Changed MergeFrame to retain all formerly present assets
        • Changed added/merged ImportedFrames get their GameObject attributes from DestinationParent
        • Changed AquireTypeDefinition to retrieve types of close Unity versions
        • Fixed wrong selection of assets after double click in one of the lists of a file
        • Fixed pasting LoadedByTypeDefinition causing wrong references (logical corruption)
        • Fixed internal state after ConvertToSceneAssetBundle producing invalid references later
        • Fixed RemoveBone didn't set the editor to changed state
        • Fixed crash in "Save .unity3d As..." for AssetBundle files - thanks to Billyboy12
        • Fixed crash when loading AssetBundle file with short CAB-String - thanks to DokEnkephalin
        • Added editing of "every" LoadedByTypeDefinition like MBs (not implemented types only)


        Known issues:
        If you get an error in the Log window when saving a file, that the file is used by another process:
        1. Close Sb3UGS
        2. Rename the file to the last .bak?.unity3d
        3. Rename the .$$$ to the original filename


        Download
        github release

        Sources
        github release
        Last edited by enimaroah; 06-25-2018, 01:38 PM. Reason: corrected instructions

        Comment


        • SB3UGS_v1.12.5
          • Fixed UVNB MonoBehaviour computation to work on world coordinates
          • Fixed crash in loading compressed Unity files with negative compression ratio
          • Changed compressed Unity files are shown with an equivalent sign at the beginning
          • Fixed showing old Transform name after renaming in mesh replacement dialog
          • Fixed non-critical index error after ReplaceMeshRenderer
          • Fixed silent crash in FBX import of (even empty) animations for meshes in the root
          • Fixed FBX averaging of normals and added option for import of split normals - thanks to roy12


          Click image for larger version

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          Check your FBX imports carefully now! The last point of changes allows to import split normals when the option is switched OFF in the menu. The option is persisted when you switch it, but ON by default to retain compatible behaviour to previous versions of Sb3UGS.


          Download:
          github release

          Sources:
          github release

          Comment


          • SB3UGS_v1.12.6 fixes the nasty "The process cannot access the file because it is being used by another process." when saving a file as described above, but I am sure the bug is much older.

            Download: github release

            Sources: github release

            Comment


            • SB3UGS_v1.12.7
              • Added application signature in FBX export and writing the signature on import
              • Fixed "Update Bones" and "Update Bones & Frame" not considering mesh transformation
              • Fixed "Neither m_Name nor m_GameObject member XXX Mesh UnityPlugin.NotLoaded" when
                pasting Meshes into files with a Mesh not loaded before (introduced in v1.12.1) - thanks for roy12
              • Fix for unexpected selection in the ObjectTree after replacements
              • Fix for deleting a Transform with a sibling having the same name removes entry in Avatar

              The fix for "Update Bones" is relevant for Koikatu and helps modifying the female body and bras. You can take out modified rest poses and put those back in after mesh replacements.

              Download - github release

              Sources - github release

              Comment


              • SB3UGS_v1.12.8 is about Drag 'n Drop of assets between Animators
                Click image for larger version

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                and into MonoBehaviours and LoadedByTypeDefinition onto PPtr<> nodes.
                Click image for larger version

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                Download - github release

                Sources - github release

                Comment


                • Rebinding AnimationClip bone mappings to foreign avatar

                  I'm porting animations between illusion unity games. My approach is rewriting GenericBinding hash values according to a translation table built earlier by analyzing m_TOS tables of source and destination avatar and building hash->hash translation table from bonepath->bonepath strings. Then I tell sb3u to use that hash->hash rewriting table for GenericBinding values when saving the clip:

                  https://hastebin.com/ewuhizonay.cs

                  While this works, it's way too low level not to mention invasive implementation in part of sb3u where it doesn't belong. Ideally I'd want to have AnimClip which is associated with multiple avatars. The converter would remember literal resolved path string on curve load, and on save, inspects all avatars the curve is associated with to generate new bindings.

                  That way user can seamlessly port the curves from one avatar to another just by altering the bone path. From what I understand this is currently not possible and is very narrow use case anyway, hence the hack above of rewriting the binding directly might be more applicable as some sort of option to the effect "translate all binding hashes on save", and it's up to user to generate those externally as I do now.

                  Another approach would be going with the standard import/export route, but that is extremely error prone as it would need perfect translation of unity curve keyframe back and from the export format.

                  Comment


                  • This is track remapping, kind of animation retargeting without character controller.

                    There were plugins which allowed to use animations of older titles without changing the animation files. It might be the better approach than converting the animations.

                    Comment


                    • SB3UGS_v1.12.9
                      • Added Nml MonoBehaviour copying of normals sets into mesh or reverse - thanks to roy12
                      • Added animation separation through Isolator in Animator editor - thanks to DokEnkephalin
                        Click image for larger version

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                      • Added animation separation when exporting with the "One Clip per File" option - thanks to DokEnkephalin
                      • Fixed full crash some time after Fbx export because of FbxSdk being not thread-safe
                      • Added auto commit of changes in TextAsset / textual MB editors when saving the file or closing the editor - thanks to Crusader Sitri and probably others

                      Download - github release

                      Sources - github release

                      Comment


                      • Feel a bit dumb asking this, but was the SviEX Normal Approximation Tool removed from SB3U? At least I can't find it under the "Tools" dropdown, and I'm sure I'm missing something very obvious

                        I'm using v.1.12.8 but I was following a guide requiring its use, and the screenshot in that guide showed SB3U v.1.0.9

                        Comment


                        • Frotsie,
                          yes, it was part of a plugin which was taken out during the switch to directx11. So the last version with the SviEx Juggler was 1.0.54epsilon.

                          I took it back into the current project and rebuilt it. But it is untested otherwise although untouched.

                          Put the dll into the plugins folder.
                          Download of the PPD_Preview_Clothes plugin - github release
                          Last edited by enimaroah; 07-25-2018, 12:15 PM.

                          Comment


                          • Thanks, I really appreciate the help

                            Comment


                            • SB3UGS_v1.12.10
                              An update because of an error report from XeyNiu / ScioN who suggested that "Join / Separate" should commit changes and a bug related to it. Thank you!
                              I also fixed the wrong change status when closing the same editor for TextAssets and textual MonoBehaviours.

                              Download - github release

                              Sources - github release

                              Frotsie
                              All new releases like the one above will come without PPD_Clothes_Preview plugin. You can simply use the old one and copy it like before.

                              Comment


                              • Hey, sorry to bother again. I was looking for the BPS tool that one of your posts (from 2014, mind you) mentions is linked in the release post in your signature, but I couldn't find it anywhere in those links so I was hoping you could help me out again...

                                Comment

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