Announcement

Collapse
No announcement yet.

SB3Utility Releases and Discussion

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [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, 07:00 AM. Reason: Add prefix

  • Okay, I have linked the post to the BPStool fresh into the Glossary and uploaded v1.3d. The old attachment got invalid.

    Comment


    • This is really the base of all modders. Thank you very much!!!!!!

      Comment


      • Thanks for the flowers!

        Comment


        • SB3UGS_v1.12.11
          • Added unsharp search for morph animation tracks to compensate frame indices of in-between blendshapes
          • Added patterns for filenames of animation exports with name of AnimationClip, slot and Animator - thanks to DokEnkephalin
          • Fixed sorting order of animation clips after replacement, added unsorted state
          • Fixed editing TextAssets and textual MonoBehaviours didn't change the file's status
          • Fixed initial animation export format being empty

          Click image for larger version

Name:	AnimationEditing1.12.10.png
Views:	1
Size:	73.8 KB
ID:	6110763
          This shows that you can extend an existing animation by adding an animation track for a morph. It isn't known at this point if a game other than VRK would accept such.

          Download - github release

          Sources - github release

          Comment


          • Sb3UGS_v1.12.12
            • Fixed non-critical index error when a Material had been selected before deleting or replacing meshes
            • Fixed crash when closing Workspace with duplicated (by drag 'n drop) imported contents
            • Added "Search For" in Workspace - thanks to roy12
              Click image for larger version

Name:	SearchForInWorkspace.png
Views:	1
Size:	33.6 KB
ID:	6136614

            Download - github release

            Sources - github release

            Comment


            • smqtaj
              smqtaj commented
              Editing a comment
              I haven't used this in a while and now I notice I can't edit the lists - or rather, I can't save the edits. Without the "Apply" button, the program doesn't seem to think anything changed there. At least on Playhome anyway.

          • smqtaj
            I could not find any problems in Sb3UGS v1.12.12 when editing a list entry for PH. Sb3UGS commits changes automatically when editing those TextAssets. And reopening the file after saving showed the changes.

            May be the file wasn't saved because you had pit it outside of the game folder? Always edit the files inside, or rebuild the game folder structure outside.
            Last edited by enimaroah; 09-06-2018, 11:21 AM.

            Comment


            • smqtaj
              smqtaj commented
              Editing a comment
              Thank you for looking into it. I did find a workaround - by editing via the join/separate function, I finally got it to save the changes. Why it doesn't want to do it normally, I have no idea.

          • If you would upload the file and gave me the link I will have a look at it.

            Comment


            • smqtaj
              smqtaj commented
              Editing a comment
              I'll be happy to: https://mega.nz/#!tQ9VDYZK Goes into abdata\custommaterial

            • smqtaj
              smqtaj commented
              Editing a comment
              ugh forgot key: !-cXD2SMLCtFs__8gb90a0itkW-YZFV-0sGyOGQ_v2FU

          • That TextAsset cf_m_face_higeo2_list doesn't behave any different than any other I tested. And I didn't need to use "Join/Separate".

            As soon as an edited cell with changed contents is left the change indicators ("*") of the editor and the file are set. Then I save the file and reopen it and the list entry is changed. The same happens when a new entry is created in the list.

            Your file has the same CAB-String as cf_m_face_00ph. So this might be a problem for PH but not for Sb3UGS as far a I tested.

            Comment


            • smqtaj
              smqtaj commented
              Editing a comment
              Hm, that's right actually, editing a line does get acknowledged as a change. But what I was doing was deleting lines and that doesn't get the * indicator to appear, and like I said, is not kept after saving the file; unless join/separate is used.

          • Correct: deleting alone does not commit the change. Thanks for this! I'll fix it in the next version.

            Workaround: make a small change and revert it after or before deleting.
            Last edited by enimaroah; 09-07-2018, 01:07 PM.

            Comment


            • SB3UGS_v1.13
              • Fixed crash when opening MonoBehaviour editor for MBs without MonoScript
              • Added implementation for KoikatsuListTextAssets using MessagePack library - as first mentioned by drpavel
              • Fixed bone selection from animation tracks
              • Removed LoadIrrKlang from config
              • Fixed MeshRenderers getting influences, e.g. by calculating normals
              • Fixed deleting rows in TextAssets and textual MBs wasn't recognized as a change - thanks to smqtaj
              • Added Constraints animation track computation (parent constraints only)
                Click image for larger version  Name:	Constraints-Definition.png Views:	1 Size:	32.8 KB ID:	6263827Click image for larger version  Name:	Constraints-AnimationReplacementOption.png Views:	2 Size:	70.7 KB ID:	6263829
              • Added tangent computation using MikkTSpace - thanks to roy12
                Only available in the Mesh editor. Imported meshes with their tangents work as before.
                Click image for larger version  Name:	image_322818.png Views:	1 Size:	7.4 KB ID:	6263837


              Installation recommendation - unpack into a new folder. Several DLLs have been moved out of the plugins folder!

              Download - github release

              Sources - github release
              Last edited by enimaroah; 09-11-2018, 11:52 AM.

              Comment


              • once open SB3UtilityGUI 1.13,

                "Effect could not be created:
                you may have to reinstall DirectX."

                "BuildFX crashed:" inside SB3UtilityGUI 1.13

                i can open *.unity3d but canot see the 3d mod image inside SB3UtilityGUI 1.13 window.

                how to solve this problem? I have directx 12.
                Last edited by qifenjile; 09-13-2018, 01:56 AM.

                Comment


                • qifenjile
                  You may either try reinstalling DirectX or SlimDX as written in the release post. I would begin with the latter.



                  SB3UGS_v1.13.1 has a fix for compressed unity files which would be bigger than 256MB uncompressed. For such files Sb3UGS creates a swap file on disk because it cant handle bigger ones in memory being still a x86 build.

                  Thanks to Bepis for suggesting alternatives.

                  Download - github release

                  Sources - github release

                  Comment


                  • SB3UGS_v1.13.2
                    • Fixed FBX import of morphs whose mesh has a non-Identity transformation - thanks to cunihinx on discord
                    • Fixed invisible crash in FBX import for blendshapes without channel
                    • Fixed FBX import that made morphs invalid when the mesh's vertices got split (several UVs or normals per vertex) - thanks to cunihinx and roy12
                    • Fixed crash (e.g. after ReplaceMeshRenderer) after a mesh showing morphs had been removed
                    • Changed writing unity files (preparation for writing compressed unity files)

                    Download - github release

                    Sources - github release
                    Last edited by enimaroah; 10-05-2018, 08:23 AM.

                    Comment


                    • Recently, while trying to replace a mesh in an animator from Honey Select I'm getting the following error messages in SB3UGS:

                      "cf_top01[0] vertex [0] chn=4 - Index was outside the bounds of the array."
                      "Exception has been thrown by the target of an invocation"
                      "Index was outside the bounds of the array"

                      That comes from a mesh edited in Blender 2.79, exported as FBX, and opened in SB3UGS.

                      I was using SB3UGS 1.12.11 but get the same issue with 1.13.1 and 1.13.2. I have been using Blender 2.79 for some time without any problems.

                      The error messages shows with any mesh regardless of selecting Replace or Create Mesh Transform in the options.

                      I have no idea what I'm doing wrong to get this message so I will appreciate any help. Thanks.


                      Comment


                      • Thank you very much, enimaroah. 1.13.2 solves a big problem of "fixed FBX import that made morphs invalid". But when modding PH resources.assets, I cannot save the file, while 1.12 is okay with that. Hope you can solve this problem.

                        Comment

                        Working...
                        X