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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

  • Another beta since it isn't ready. It includes the fixes, can append keyframes to Constant-Key-Reduced tracks (HET) and the animation clip editor. The GUI of the animation clip editor is different compared to older versions as you can edit directly inside the control elements for the clips.

    As soon as I have verified the other animation import methods (merge, insert) I will release the next regular version (with sources).

    Comment


    • Thanks.

      It is "Collada" not "Collada(FBX 2012.2)" that I used.
      And I referred to Keyframes.

      I want A04_00_00_00.xa(woman animation) in HET04_00_00.pp to open.
      It has 2150 keyframes.
      Appending animation is possible as it is.
      But keyframe increases to around 2,600 when I export Collada.

      I want S04_00_00_00.xa(man animation) in HET04_00_00.pp to open.
      It has 1696 keyframes.
      Number of keyframes is different from woman.
      Appending animation is impossible as it is.
      Keyframe increases to around 2,600(same as woman) when I export Collada.

      I think that it is right that the number of keyframes of both becomes 2150.
      Please think about this.



      I failed in importing Animation-X-File.
      If appending of animation is possible, it is very convenient.
      Last edited by yopoyopo; 12-22-2012, 03:41 AM.

      Comment


      • The export of the original A04_00_00_00.xa produces a variable number of keyframes. Each track can have a different number. a01_J_ArmL_00 has 2 while a01_J_ArmR_02 has 2151.

        Important is the Index of each keyframe. A track with two keyframes starts with index=0 in the first keyframe. And the second has index=2150. A track with 2151 keyframes increases this index by 1 from a keyframe to the next keyframe.
        [ATTACH]233105[/ATTACH] Note the gap between 2123 and 2129. The red blocks at the bottom show where keyframes are set.

        If ToyStudio doesn't import the file in this fashion then you can resample the animation to 2151 keyframes. After that resampling all tracks will have the same number of keyframes. And hopefully ToyStudio is able to import it correctly. The steps for resampling are shown in the appended screenshots. Export, import the file and apply it. Then export it again with the resampled keyframes.
        [ATTACH]233108[/ATTACH] [ATTACH]233109[/ATTACH] [ATTACH]233104[/ATTACH] The same range but the gap has been closed. The red block at the bottom is complete.

        There is a crash when you resample. Please ignore it. The data is fine and can be exported without problem. I'm fixing this.
        Last edited by enimaroah; 12-22-2012, 06:53 AM.

        Comment


        • Thank you for explanation.
          I try it.
          But I don't have FBX dll.
          I'm searching now...

          Comment


          • Which FBX dll? FBX related imports/exports seem to require to have Toy Studio / Toy Studio Advance registered. How do you import DAE files? Is there a free plugin? I couldn't even find the configuration window for plugins.

            I will check the DirectX import now. Please upload one produced with Toy Studio which includes a mesh and at least one animation track / bone and a few keyframes.

            Comment


            • How do i use sb3 utility to have a hair mod showup in the character maker? I have searched everywhere but had no help.

              Comment


              • SB3U supports more than one game. And your question is game specific. So your chances for a detailed answer were better in the modding discussion for AG3.

                You should use SB3U for exploring game data files, but the best chances to find out such information is by studying a mod which is similar to the one you have in mind. Unpack such a mod and explore xx and xa units in SB3U. lst files can edited in a text editor. Files with other extentions need special tools. Some can be found in my signature.

                Comment


                • SB3UGS_v0.4.42.29 is out having all features of the beta releases and more. Details are in the release post. Here some additional notes:

                  New format for exports of XX/XA:
                  • Collada produces equal and better animations than FBX (and Collada-FBX). Some from FBX imported tracks have to be corrected in Maya with an Euler filter and show some twitching afterwards. There are less tracks to be corrected from Collada imports.
                  • DirectX format support

                  For XA animations:
                  Animation tracks can have variably set keyframes (like in HET). When importing and applying edited animations to such tracks: DONT use Merge or Insert!!! These methods require keyframes set constantly (Resample!). Replace, Replace Present and Append work for both types of tracks.

                  Comment


                  • Thanks, enimaroah.

                    I understand a way of the import of dae.

                    The file which ToyStudio exported is this.
                    https://docs.google.com/open?id=0B03...WtiYm1VV1FpSHc

                    ToyStudio exports m1.x(w1.x) first.
                    (m=man, w=woman)
                    quaternion.exe converts "m1.x" into "m1(skl).x".
                    m1(skl).x is appended to S04_00_00_00.xa using SB3UT0.6.
                    w1(skl).x is appended to A04_00_00_00.xa.

                    Please use this.
                    Sorry it is a strange play.
                    Last edited by yopoyopo; 12-24-2012, 01:54 AM.

                    Comment


                    • I could convert xa!
                      I can make animation mod.
                      You are my hero, enimaroah.
                      Thank you very much!

                      Comment


                      • You are welcome and I am glad to hear that you were able to convert it. I still would like to hear why you still are using the old version of SB3U. Which part doesn't work in the new SB3UGS_v0.4.42.29?

                        The Append method expects that the new animation starts with small keyframe indices. Your animation could even start with 0 if you choose an "Append Distance" greater than 0. This distance is added to the current end position in the XA and the new animation is placed behind it. The indices are increased accordingly.

                        Comment


                        • Oh, I see.
                          I use SB3UGS.
                          I thank you.

                          Comment


                          • I made this.
                            If there is a problem, I put it out.


                            oops.
                            I do not know a method to put a picture...


                            thanks.
                            sorry for kinky sex.
                            Attached Files
                            Last edited by yopoyopo; 12-27-2012, 02:33 AM.

                            Comment


                            • Use Edit Post, then Go Advanced. On the new page scroll down and click Manage Attachments.

                              Edit: Well done! I'm impressed, because I see that the rope has geometry. And you must have created it with the girl's arms already on her back. Very interesting.
                              Edit: I would be very glad if you would explain how you made it. If you decide to post your explanation, please post it in the [Mod Discussion Thread](Illusion) Happy End Trigger. Thank you!
                              Last edited by enimaroah; 12-27-2012, 04:11 AM.

                              Comment


                              • OK, I want to explain it.
                                But it is difficult to explain by my broken English.
                                Please wait a little.

                                Comment

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