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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

  • Here is a new version for FutaBoy which might help him to navigate a bit faster by using the Quick Access window.

    This is the only window which's presence is saved for the next session. So it can be switched off and it remains hidden when starting SB3UGS the next time.
    Attached Files

    Comment


    • There is no FBX 2012.2 Plug-in for Maya 2009 in the official site, I think I am out of luck this time , what is the difference between fbx 2011.3 and fbx 2012.2 ? The SB3UGS has fbx 2012.2 import/export but SB3U has 2011.3 import/export.
      Video Tutorial : Illusion's HaremMate
      Mods Released : Renai+H mods : [v1.1] || Ore ga mod :[0.1 to 1.3] || IF mods : [0.3] || AA2 trials mods [0.1-1.0]

      Comment


      • Originally posted by tomatopasta View Post
        There is no FBX 2012.2 Plug-in for Maya 2009 in the official site, I think I am out of luck this time , what is the difference between fbx 2011.3 and fbx 2012.2 ? The SB3UGS has fbx 2012.2 import/export but SB3U has 2011.3 import/export.
        You could convert the output from SB3UGS with Autodesk's FBX Converter into your latest supported version.

        Additionally I'll check if the output of SB3UGS can be downgraded to 2011.3.1 by setting an export option - no promises.

        Edit: Yes, it seems to be possible. The sdk allows to fall back to Autodesk 2006 FBX plugin-ins.

        Comment


        • on request of tomatopasta:

          SB3Utility 0.4.42.32alpha7 (on solidfiles) allows to export as FBX 2006:
          • XX/XA meshes with morphs and animations
          • ODF/ODA meshes with animations
          • REM/REA meshes with animations (not announced until now. Import incomplete)
          Last edited by enimaroah; 01-23-2013, 01:16 PM.

          Comment


          • I think I will start to mod IM as soon as the REA support is completed, so I can remove the mosaic sphere completely and target the mosaic sphere into different position, hope it will ever worked.
            @The solidfiles still not working for me, and the vpn even warned me it is an attacked site and don't let me download nothing.
            Video Tutorial : Illusion's HaremMate
            Mods Released : Renai+H mods : [v1.1] || Ore ga mod :[0.1 to 1.3] || IF mods : [0.3] || AA2 trials mods [0.1-1.0]

            Comment


            • Originally posted by tomatopasta View Post
              I think I will start to mod IM as soon as the REA support is completed, so I can remove the mosaic sphere completely and target the mosaic sphere into different position, hope it will ever worked.
              @The solidfiles still not working for me, and the vpn even warned me it is an attacked site and don't let me download nothing.
              REA units hold animations only. You can start what you want to do with this version. Fbx support for modding meshes has been implemented since the last release (0.4.42.31).

              about solidfiles: you told that you had problems with SF, that's why I put it on filesplat in the first link. Apart from that, I have no problems with that site - my WebShield is up but silent.

              Comment


              • Hi.
                This is my report:

                The new illusion .pp files of Premium Studio(which is pose viewer in Premium Play Darkness) is visible with SB3UtilityGUI 0.4.42.31,
                however cannnot open the .xx files in .pp .
                Click image for larger version

Name:	PrPr_studio_default.jpg
Views:	1
Size:	95.4 KB
ID:	4875602

                Once decrypting with PremiumDecrypt.exe(which is decrypting tool of Premium Play Darkness), then repacked with ordinal PPExtractor.exe,
                the repacked .pp files can be visible and open these .xx files.
                Click image for larger version

Name:	PrPr_studio.jpg
Views:	1
Size:	201.8 KB
ID:	4875600
                .xx format of these must be version 8.

                Looking forward to newer version of SB3UtilityGUI, thanks.
                Last edited by YFP; 01-26-2013, 03:00 AM.

                Comment


                • Premium Play pp format
                  Wakeari Header and the following codes are valid for the trial:
                  Code:
                  0x69, 0x55, 0x05, 0x29, 0x58, 0xD0, 0xA0, 0x11,
                  0x7E, 0x59, 0x64, 0x6A, 0xDF, 0x21, 0x30, 0xEF,
                  0x05, 0x29, 0x4A, 0xE4, 0xF6, 0x49, 0xAF, 0xF9,
                  0x63, 0x77, 0xA8, 0x72, 0x22, 0x46, 0x9E, 0x85

                  [ATTACH]234986[/ATTACH]
                  Last edited by bbas2011; 01-26-2013, 04:56 AM.

                  Comment


                  • Thanks for the report to both of you. I will integrate the code and make another alpha (many things still untested since the last release).

                    One thing confuses me: do trial, game and poser use the same codes? Or are the codes for the trial only?

                    SB3UGS_v0.4.42.32alpha8.7z, also on: FileSplat, HotFile
                    Last edited by enimaroah; 01-26-2013, 06:59 AM.

                    Comment


                    • Originally posted by enimaroah View Post
                      Thank you for your quick response. 32alpha8 is now available to .pp files of Premium Studio.
                      Click image for larger version

Name:	32alpha8.jpg
Views:	1
Size:	184.1 KB
ID:	4875625 Click image for larger version

Name:	mqo.jpg
Views:	1
Size:	81.3 KB
ID:	4875626

                      Comment


                      • Originally posted by enimaroah View Post
                        Thanks for the report to both of you. I will integrate the code and make another alpha (many things still untested since the last release).

                        One thing confuses me: do trial, game and poser use the same codes? Or are the codes for the trial only?

                        SB3UGS_v0.4.42.32alpha8.7z, also on: FileSplat, HotFile
                        Thank you. There is no trouble even on the game.

                        [ATTACH]235022[/ATTACH]
                        [ATTACH]235023[/ATTACH]
                        Last edited by bbas2011; 01-26-2013, 04:43 PM.

                        Comment


                        • Very good! Thank you two too

                          Please let me know if there are any problems, especially with export and import.

                          The next release gets nearer - one important feature for REAL/Interheart animation import is missing. But I also want to complete the animation tab for XAs (no ATE yet).

                          Comment


                          • Import Problems

                            I have some problems importing to SB3GUI from blender i made severals tries and i just can't make it work.

                            First one: Direct Fbx/dae. Work at first look, everything good but then i look the uv maps and appear altered, the texture don't show in a correct form.

                            Second one: First to OBJ then to Metasequoia then to SB3GUI. The uv maps are ok but the animation don't work.

                            And all the other formats can't be imported to SB3GUI, so basically i am very pissed off since i spend 3 days modifying the mesh and made in up the textures and
                            well don't work at all, i tried different ways but every thing points to SB3GUI or a mistake from my part, i double check everything and i can't make it work.
                            And no, i not planing to use other 3d modeling software not even Metasequoia so if this don't work i am lost.


                            So please guys i really need help or all the work i made up is wasted.
                            Last edited by cesa210; 01-27-2013, 09:58 PM.

                            Comment


                            • Originally posted by cesa210 View Post
                              I have some problems importing to SB3GUI from blender i made severals tries and i just can't make it work.

                              First one: Direct Fbx/dae. Work at first look, everything good but then i look the uv maps and appear altered, the texture don't show in a correct form.

                              Second one: First to OBJ then to Metasequoia then to SB3GUI. The uv maps are ok but the animation don't work.

                              And all the other formats can't be imported to SB3GUI, so basically i am very pissed off since i spend 3 days modifying the mesh and made in up the textures and
                              well don't work at all, i tried different ways but every thing points to SB3GUI or a mistake from my part, i double check everything and i can't make it work.
                              And no, i not planing to use other 3d modeling software not even Metasequoia so if this don't work i am lost.


                              So please guys i really need help or all the work i made up is wasted.
                              Blender has a license problem with using the Fbx SDK. Therefore you cant use Collada(Fbx 2012.2), Fbx 2012.2/2006, DXF, 3DS or OBJ*. You may try to use Collada or DirectX.

                              Using OBJ for animation cant work, since the format is not capable to transport animations.

                              TBH, I gave up for these problems to use Blender long ago. There is currently a small hope that the situation will get better. Please follow this thread.

                              *) I had some success with OBJ and Blender 2.49b as long as you dont try to transport the skin. It was a bit tricky to prepare the mesh frames' transformation matrix for the correct orientation of the mesh.

                              Comment


                              • Originally posted by enimaroah View Post
                                Blender has a license problem with using the Fbx SDK. Therefore you cant use Collada(Fbx 2012.2), Fbx 2012.2/2006, DXF, 3DS or OBJ*. You may try to use Collada or DirectX.

                                Using OBJ for animation cant work, since the format is not capable to transport animations.

                                TBH, I gave up for these problems to use Blender long ago. There is currently a small hope that the situation will get better. Please follow this thread.

                                *) I had some success with OBJ and Blender 2.49b as long as you dont try to transport the skin. It was a bit tricky to prepare the mesh frames' transformation matrix for the correct orientation of the mesh.
                                Ok i think i explain myself wrong, so here goes a more detailed version:

                                First i export the desired mesh to mod, in my case ''a01_O_pantuStO_04'' a cloth file of the base game, from SB3UGS (0.4.42.31) to OBJ file format then i import this file to blender, i modify the file to my taste
                                i triangulate the faces and export on the built-in FBX file format of BLENDER (2.65) and then i open the file on SB3UGS and everything good to this point. Then i check the uv maps (Look the image) and they are
                                screw completely and ''¿Why is This?'', thats my question here, so is there a solution or i am doing something wrong.







                                Second approach, i do all in the same way but instead of exporting on FBX i export on OBJ with the BLENDER (2.65) built-in feature, then i open the file on Metasequoia (3.10) and later i export this
                                very same mesh to the MQO file format and finally i open on SB3UGS i replace the mesh but, heres my big frustration, the bones don't get assigned so the default animations don't work.

                                Resuming FBX format works all but the UV maps, MQO format UV maps are ok but the animation and the normals don't.

                                So i hope that i explained completely this time, however i tried too with blender 2.49 and don't work either, i tried with the FBX Converter from Autodesk and don't work either
                                so i am completely confused, what i am doing wrong.

                                Comment

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