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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

  • Ok, I just tried to download SB3Utility with 3D Studio Max + Okino Polytrans DirectX Import/Export and some of the other tools, but there seems to be a problem with hongfires downloads as they all goto a 404 page. I will be submiting this info to them as well, but in the mean time can you link to a new post of this file or a mirror site that I can get it from. Thanks.

    Comment


    • So.. I'm a beginner in 3D universe..
      But, i already realized some mods/tweaks for the game : Digital Girl (Rin).

      So now i work on new map for this game for TEST purpose.
      I've taken a mod, then empty it, and replacing 1 mesh with my mesh. BUT..... I need (now..) a new mesh in the SB3Utility list (in my .xx file also).. BUT.. There is no option to ADD a new mesh (new mesh NOT replacing an existing mesh ok?) in SB3Utility... Then i'm stucked and i don't know how to add mesh from SB3Utility. (I know how adding Material.. but for the mesh.. I don't know.. Please help me! Xd)

      By the way: BIG THANKS FOR YOUR AMAZING WORK IN THIS SOFTWARE Alamar!!
      \STAY INFORMED/


      Take your hands on my releases, informations and stuff related to modding some H-Games at my HongFire Blog Entry
      => BackStaged Blog Entry: Mods, releases, notes, informations, special thanks <=

      Make your mods requests to me for i mod for you something at my HongFire Blog Entry:
      => BackStaged Blog Entry: Mods requests <=


      Keep a look on my experiences in my Experimentations Laboratory

      Comment


      • I'm responding to some posts, some from months ago...

        Originally posted by radware59 View Post
        could you possibly incorporate some sort of Undo feature?
        The only method I know is making a copy of the data for each edit, but that would require too much memory.

        Originally posted by radware59 View Post
        If you could at least have a warning message come up when you hit Remove
        I could make an option for that.

        Originally posted by lensman11 View Post
        With so many modders admitting to wanting to do more using your utility is it possible to add a click and drag option to modify/edit the final locations of bones in a mesh - I noted several times you wanted this to be an importer/exporter only
        I don't have any experience in developing a poser-like GUI, so it wouldn't be an easy task for me.

        Originally posted by kingfisher13 View Post
        I got this: [Error: The program can't start because d3dx9_37.dll is missing from your computer. Try reinstalling the program to fix this problem.]
        Install the latest DirectX.

        Originally posted by kingfisher13 View Post
        I have been trying for a long time to find a way to import Yuusha 3d character models into 3ds max. I heard SB3 utility has an FBX exporter
        I've heard some use the Okino PolyTrans plugin to read DirectX .x files. The format I've been trying to fully support is Autodesk Collada .dae. FBX has been removed in some version a long time ago, but I might add it back.

        Open .pp file -> Open .xx file -> Select meshes in Mesh tab -> Select Export Format -> Click Export -> Import file in 3ds Max
        There are also some instructions in the badly written readme file included with SB3U.

        Originally posted by playback View Post
        Hello can some body explain me how the BotuPlay cameo mod was made? especially how to add animation and how to position animation?
        Everything should be explained in this thread. I can answer specific questions about one of the steps.

        Originally posted by Killua1986 View Post
        PS: somehow when i import meshes via a .dae file the bones don't affect the replaced mesh (even with base set to 0)
        If the bones haven't been changed in the .xx file, there might not be any bones (controllers) in the .dae file, and SB3U might have kept (copied) the original bones.

        Originally posted by gir19 View Post
        Ok, I just tried to download SB3Utility with 3D Studio Max + Okino Polytrans DirectX Import/Export and some of the other tools, but there seems to be a problem with hongfires downloads as they all goto a 404 page.
        I don't have copies of them on hand, but you could try asking J1327.

        Originally posted by BackStaged View Post
        i don't know how to add mesh from SB3Utility.
        You could drag-in-drop Frames/Meshes from the Object Tree tab to a Workspace. When dropping to a Hierarchy in the Workspace, it'll add it at that spot, so you can add the same mesh frame under a parent frame multiple times. The SB3U readme mentions more under "Using the Workspace: Adding Objects".


        Just a warning, I'm not actively working on SB3U. Although I added RGF support recently, any promised updates might not happen at all.

        Comment


        • THANKS Alamar!!
          It working!
          I already read the Readme but since i'm french it was not suffisely clearly for me! But your short explication in your answer was really usefull!

          Once time : THANKS!

          So, now i know how to add a meshe, then i add a new meshe, exported and modified in metaSequoia. And, after i want replace existing new meshe by my new meshe modified, i got this error:

          [04:43:25] Error parsing object Meshe_De_Test[0]: Face 62 in mesh object Meshe_De_Test[0] has more than 3 vertices. Triangulate the meshes

          What the problem please Alamar, i dunnow what do you mean by "Triangulate the meshes".

          Thanks on advance ! I really like SB3Utility software!
          Last edited by BackStaged; 02-28-2010, 07:47 PM.
          \STAY INFORMED/


          Take your hands on my releases, informations and stuff related to modding some H-Games at my HongFire Blog Entry
          => BackStaged Blog Entry: Mods, releases, notes, informations, special thanks <=

          Make your mods requests to me for i mod for you something at my HongFire Blog Entry:
          => BackStaged Blog Entry: Mods requests <=


          Keep a look on my experiences in my Experimentations Laboratory

          Comment


          • Originally posted by BackStaged View Post
            i dunnow what do you mean by "Triangulate the meshes".
            The .xx file format only supports faces with 3 vertices. In Metasequoia, Select all objects -> Selected menu -> Triangulate selected faces.

            Comment


            • Sorry to bug you again Alamar but can you restore the ablity to open *.sb3uws files in this current version too i know you fixed it for the previous versions but it's broken for the current version again.


              Thank You


              Edit: Current version open some of the older ones but will not open any that was saved by it. all older versions report a out of memory exception was thrown when attempting to open 8.22 sb3uws files.
              Last edited by Wong2005; 03-09-2010, 02:08 PM. Reason: thought should include error msg and fix a typo

              Comment


              • I just released a new version that should save .sb3uws files correctly for RGF data. Unfortunately, previous ones with RGF data still can't be opened.

                Comment


                • the new version doesn't save all the .xx in a .pp file, just the .xx you opened.

                  Comment


                  • I haven't run into that problem. There will only be an incomplete .pp file if the saving failed for some reason. Were there any error messages? The last two lines of the log should be "Writing out file ([num files]/[num files]) [...]" and "Finished writing out .pp to [...]".

                    Comment


                    • no error message, it fails to save the other .xx when I use the hotkey (ctrl + s) to save.
                      if I open all the .xx and use the hotkey then it saves all of them.

                      Comment


                      • Hrm, I don't know why it isn't working for you. I've done the following:
                        1. Open C:\illusion\RealGirlfriend\data\base.pp. Ctrl+S to save.
                        2. Open cube.xx. Ctrl+S to save.
                        All 3 files (base.pp, base.bak0.pp, base.bak1.pp) have 9/9 files saved and CRC C6E93E4E.

                        Comment


                        • SB3U Suggestion + Morph question

                          Hi, one suggestion for SB3U: Make an Option to copy weights in Order (like possible with normals). I've modified the source code to to this, and was able to bring AG3 Body in good shape. Using the default nearest vertex weights gave cracks at split mesh regions in animation and so constrains us to leave vertices in place at those regions.

                          Same for the face: After a lot of work it looks beautiful in AG3_Make and game girl preview startup screen, but in the game itself, the ugly original face returns. Maybe it's because of morphing.

                          I assume, Illusion uses morph data in object space, not as vertex offsets - Is that true?
                          If so, I'd simply need to make the same changes in morphs than in mesh. To try out, I've exportet all 3 kao morph clips, quickly changed shapes using some scaling in mesa, imported back and saved pp.
                          SB3U reflects all changes in morph preview, but in game nothing happens - still the original and well animated face.

                          All AG3 face morphs are in the same pp as the meshes, or am I missing something?
                          Any other ideas?
                          Any experiences in modifying morphs?

                          Please help, the original face ruins the game

                          Thanks to Alamar for SB3U and open source.

                          Comment


                          • Originally posted by myuername666 View Post
                            I assume, Illusion uses morph data in object space, not as vertex offsets - Is that true?
                            If so, I'd simply need to make the same changes in morphs than in mesh. To try out, I've exportet all 3 kao morph clips, quickly changed shapes using some scaling in mesa, imported back and saved pp.
                            SB3U reflects all changes in morph preview, but in game nothing happens - still the original and well animated face.

                            All AG3 face morphs are in the same pp as the meshes, or am I missing something?
                            Any other ideas?
                            Any experiences in modifying morphs?

                            Please help, the original face ruins the game

                            Thanks to Alamar for SB3U and open source.
                            It can be done and has been done for the slim face mod. If you changed all the necessary vertex animations (sorry but I cannot check which ones right now), the face will look correct in all game animations as well. You can use my illusion morpher tool to greatly simplify the process of morphing all the vertex animations.
                            HF-Modding/Translation Club Member

                            Comment


                            • is it possible to add a bone copying/removing option?

                              Right now to remove a bone you have to Edit Mesh Object and remove the Vertices from the matrix (using excel)
                              an option to add/remove directly from the Object Tree would be great!

                              Comment


                              • Ah yes, it seems the have optimized the face morphs and placed them in a new pp for the Plus Add-On. The old morphs are unused with Plus. Thanks!

                                Comment

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