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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

  • UVs do not exist on themselves. Each vertex also has a U and a V coordinate. If UVs get connected, then I assume that your operation joins these vertices. This can happen if they are at the same position.

    Compare the number of vertices before and after your import into Max and after your import into Sb3U. The format you are using is fbx, I hope.

    Comment


    • Yes, I am using fbx...

      Vertex and faces count is the same, in 3ds max and in SB3util, only UVs become connected when I import it in SB3util...

      Everything looks fantastic in 3ds max, but as soon as I import it in SB3util the UV mapping looks wrong...

      Maybe its something in mesh import options? I tried them all I think...

      Thank you!
      Attached Files

      Comment


      • Hm, the next guess is that you have choosen a newer format in Max to export. Sb3U uses fbx version 2011.3.1. Please use that format and try again.

        If this fails then I need the file to test it. BTW, which version of Sb3U are you using? I made some changes to the fbx importer for ODF.
        Last edited by enimaroah; 03-18-2012, 11:57 AM.

        Comment


        • I am using SB3Utility_v0.9.18_XA_minSDist_ATE_W_MR_LG_3Tbeta0 5...

          It must be wrong FBX version, I was exporting it as FBX 2010, I am going to update FBX and try again

          Thanks a lot for your help!

          EDIT: It turned out I needed to break vertexes apart before I could create UV maps in separated places...
          And I spent so much time welding all vertexes together...

          strangely, in 3ds max if vertices are not welded together then there is a visible seam, thats why I was welding them, but in Illusion games the seam is not visible...
          Last edited by fotoshopper; 03-19-2012, 05:54 AM.

          Comment


          • Welding is an enormous helper when editing a skin, but it would make morphing impossible at the same time (as long as Sb3U doesn't allow changing the indices).

            Great that you have found a solution / the reason

            Comment


            • SB3UtilityScript rev426

              Here's a sneak peek of SB3UtilityScript for developers. It can't do anything useful for modders since there's still a ton of methods that need to be rewritten. I'll switch to normal version numbers when it's ready for production.

              Read SB3Utility.chm in the binary archive for how scripting works. I didn't have time to write the Plugins section, so I'll explain some of it at the bottom of this post.

              SB3UtilityScript Binary rev426 - MediaFire
              SB3UtilityScript Source rev426 - MediaFire
              MediaFire Folder

              What's New
              What you can do:
              - Edit .pp files
              - Edit most things (but not meshes) in .xx files
              - Open images
              - View meshes, textures, and animations

              What you can't do:
              - Export meshes or animations
              - Import meshes or animations
              - View morphs

              Requirements
              .NET 4.0 - I'll be sticking with 4.0. Starting from 2.0, dlls with a later version can't be loaded, and 4.5 will drop XP support.
              SlimDX - Download the .NET 4.0 End User Runtime if you're a user, and download the SDK if you're a developer. This is an improved version of the DirectX SDK, and it'll be replacing MORGE.
              DirectX 9.0c

              Other Dependencies
              Required dlls are in the binary archive but not in the source archive:
              Jolt.NET - Used to read XML comments when included with plugins.
              DockPanel Suite - Required for SB3UtilityGUI.
              Autodesk FBX SDK 2012.2 - Required for SB3UtilityFBX.
              Sandcastle Help File Builder - This is for building the help file.

              Plugins
              Go through the Scripting section of the help file to understand how scripting and Plugins work together.

              Through reflection, a plugin's class constructors, instance methods, and static methods with the Plugin attribute are loaded. SB3Utility\Plugin.cs contains the attribute class. Look at SB3UtilityPlugins\Example.cs or Mqo.cs for examples on how to make a plugin. Only the Plugin and DefaultVar attributes are currently used. The other attributes/flags might be used later in GUIs.

              There's no plugin API, so dlls can pretty much do anything. There's no security, so be careful with what you load. These are really extensions more than plugins.

              Many things may be changed, so don't build a huge project until the framework is settled. The pp/xx/xa parsers are pretty much set in stone. Scripting might be changed to support properties in the future.

              Scripting can only produce a few data types. They are literal string, double, bool, null, byte array, and object array. All literal numbers are casted to doubles.

              Use Report.ReportLog() in SB3Utility\Report.cs to give status info to any loggers.

              Design Changes & Concepts
              The Workspace classes are now renamed to Imported. 3D format importers should use the IImported interface in SB3Utility\Imported.cs.

              xx/xa structures now start with xx/xa and are in SB3Utility\pp\Structures.cs. They now use properties and WriteTo() instead of converting byte arrays all the time.

              ppParser works like an archive that can support any class that implements IWriteFile. This is much better than implementing a write method for each type in ppParser.cs.

              xx/xa parsers only need 1-pass through a stream. It used to figure out the format from reading a few bytes and then require a new stream to read from the beginning. They also now work primarily with streams.
              Last edited by Alamar; 04-24-2012, 06:36 PM.

              Comment


              • Thanks alot for this new approach! It sounds very good - especially the cleaner access methods. I haven't had the time to study the sources yet, because of a technical accident. But I'm currently preparing my system to begin soon.

                SB3Utility_v0.9.18R23 binaries sources

                Fix for running Sb3U in Windows7 Home Premium x64 which makes playing sounds possible on that platform. Thanks to Yoda1953 and SoftwareGuy for reporting and helping to fix it.

                Games additionally supported: Wakeari, LoveGirl, Ore + TT games Renai+H, HCT and later

                Older updates are in the spoiler. DL archive MF
                Spoiler

                SB3Utility_v0.9.18R10 binaries sources

                Hasty bugfix update for LG.

                What else?
                • ODF normals in renderer mirrored
                • ODF support expanded for Renai+H
                • ODF mesh object unknown5 now shown as decimal
                • Fix for nameless ODF meshes let the renderer crash
                • Fix for 'An entry with the same key already exists.' in SB3Utility.ODF.Ogre.MeshConverter.ConvertMesh when selecting another mesh of the same ODF.
                • Fix for bigger files in LG causing GetFormat() to try to Seek to a negative position

                A small change for PPs, but a big one for ODFs as this version allows to modify Renai+H! I haven't completed all my tests, but it should work well for LGKL and Renai+H now.

                SB3Utility_v0.9.18R11 binaries sources

                Another bugfix update this time it is for ODFs.
                • Fixes for ODF when replacing mesh objects : bad unknowns, duplicate IDs and/or crash when saving ODF
                • Fix for ODF : adding Textures caused crash when saving ODF
                • ODF Renai+H issue : some alwaysZero fields aren't and cannot be edited in Sb3U

                SB3Utility_v0.9.18R12 binaries sources

                Features support for the Ore demo version.

                SB3Utility_v0.9.18R13 binaries sources
                • A small change in the structure; only visible if your familiar with the hex values of mesh objects.
                • XXFilter for Ore, enable viewing/editing male and female animations together.

                SB3Utility_v0.9.18R14 binaries sources

                Bug fix for Ore. Thanks to bbas2011 for catching and reporting.

                SB3Utility_v0.9.18R15 binaries sources
                • Ore : removing meshes from editor or workspace corrupted structure respective pp file. Good catch, tomatopasta. Thanks for reporting.
                • XX : unknowns of original mesh not copied when replacing with a mesh from the workspace.
                • .png images in pp files show up in pp subfile's Img tab

                SB3Utility_v0.9.18R17 binaries sources

                Support for Characarolle Lump of Sugar & Whirlpool

                SB3Utility_v0.9.18R18 binaries sources

                features playing sound files (.wav & .ogg) in pp files as requested by akyryz.

                Known issues: format of pp sound files was not correctly detected. Workaround: manually switching to game format.

                SB3Utility_v0.9.18R19 binaries sources

                Game format issue in R18 fixed.

                SB3Utility_v0.9.18R20 binaries sources

                A discussion with DokEnkephalin was the reason for a simplification with the handling of MQO files.

                The workspace now depends on the currently opened unit in the Editor. Opening a MQO after a XX/XA will create a workspace suitable for XX and it works likewise for ODFs. MQOs for morphing still have to be named with the extention .morph.mqo.

                SB3Utility_v0.9.18R21 binaries sources

                Error in XA parser reported by uchiedaryou. Thanks for catching and reporting.
                • Fix for ODF converting a bone by changing the ID.
                • Fix for ODF workspace when a frame ID was changed. Workspace and ODF were corrupted.
                • Fix for ODF workspace hierarchies Add/Replace. ODF was corrupted.
                • Freeing used IDs when removing frames, meshes, mesh objects, bone lists, materials, textures or changing their IDs.
                • Fix in the renderer, which crashed when switched off and a bone should be highlighted.
                • Fixed a crash in XA parser (some XAs in AG3)


                SB3Utility_v0.9.18R22 binaries sources
                • ODF: rendering of animations (in ODF and ODA)
                • ODF: fixed a crash when exiting after having changed 'Open Morph and Animation View' option.
                • ODF: fixed a crash when a texture file isn't found.
                • ODF: partially skinned meshes failed to updateBoneWeights


                SB3Utility_v0.9.18R22c binaries sources
                • optional loading of irrKlang library
                • SB3Utility_v0.9.18R22b: linked to irrKlang.NET.dll instead of irrKlang.NET2.0.dll
                • SB3Utility_v0.9.18R22a: prevented clearing textures in recreateCrossRefs in xxView

                Last edited by enimaroah; 09-10-2012, 02:53 PM. Reason: Updated for SB3Utility_v0.9.18R23

                Comment


                • Just a quick question, is there still no way to get the facial expressions animated with the main animation (body animations)?? This may seem like a dumb question but i was just curious that's all
                  Last edited by Wong2005; 04-16-2012, 11:21 AM.

                  Comment


                  • Facial animations in later games were morphs, but morphs and animations should be displayed together. Aren't they? Or did you intend to export them together? This has been implemented for FBX. Not sure about other formats.

                    Comment


                    • From what I can tell all Facial Animations are morphs and as far as i know they can not be animated with the main body animations. I think the reason for this was that the game would call for the specific morph say when the girl would open her mouth for..... certain things this is for older games up to ORE, ORE is different to me (learning curve) what i was wondering is there a way to make the facial morphs work in order without having to have the game engine in order to see the facial expressions with the body animations.

                      I think i worded that right =_=

                      Yes i intended to export them together or put them together in Maya im not sure how to export them from SB3U to make them work as intended =_=

                      Also ORE seems to have the same problem with animation as lovegirl does so i assume they are using the same type of animations from lovegirl??
                      Last edited by Wong2005; 04-16-2012, 11:26 AM. Reason: added comment about ORE

                      Comment


                      • Then have a look at AG3, the head has many bones! And the tongue animations seem to be completely based on the skeleton. Sb3U can display morphs and animations together, but doesn't support the different connection modes of the games. Heads are sometimes connected (AA) and sometimes drop to the floor (Yuusha).

                        In Ore and LG I've seen animations having different number of keyframes per track. Normalizing them doesn't always help. ぴくんぴくん is completely out of range. Illusion must have made the clips work differently.

                        To export morphs and animations together you must use the Export Clip button, all opened XAs will be considered (limited by keyframe range specified in the XX). The function is limited to export the meshes of one XX only. So you would have to combine head and body before. I would therefore recommend to export them separately and combine all that in Maya.
                        Attached Files

                        Comment


                        • I see, Then i'll have to give it a shot then Thank You for explaining it to me.

                          Comment


                          • Thank you for Alamar and enimaroah usual.

                            Now, SB3 Utility_v 0.9.18R13 is used.
                            When a Hex value was considered as change use, the error came out.
                            Please check xxViewOps.cs.

                            *-*-Sample-*-*
                            OreDemo
                            03_00_00.pp
                            xxFormat 8
                            Attached Files
                            Last edited by bbas2011; 04-18-2012, 01:28 PM.

                            Comment


                            • Thanks bbas2011 for reporting!

                              I updated my last release post for the new version SB3Utility_v0.9.18R14. There is still a big area of unknowns which cannot be edited in Sb3U (UnknownE). But who experimented with unknowns BCVD anyway?

                              Comment


                              • Losing material on import

                                Can you guys give me a hand on combining meshes? I'm making a robot girl in AG3 (see pic). Created the body and costume, works fine (ditto). The problem is when I try to combine the two (she is a robot girl - the costume is supposed to be her body). Everything goes great in Meta, merge both meshes and materials fine (see pic). Problem happens on the import - I get a material index error (pic). The combined mesh imports fine, but of course you can't see it because the material is being stripped out of the mesh by SB3Utility. What am I doing wrong?
                                Attached Files

                                Comment

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