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  • Alamar
    started a topic SB3Utility Releases and Discussion

    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

  • enimaroah
    replied
    HF is a deserted place. I had given up a while ago for several reasons. HongFire seems to ignore everything here, so I was not able to keep HF clean from those spammers manually. The much better option to update or fallback this forum to another version seems to be too much work for Hong. Cant be helped.

    Sb3UGS is not given up though and EC is supported, but I advertise updates on discord only. You could also get the latest version from the github repository. I make releases there. But all support from me is given on discord only. You can reach a few active modders on discord, even a few eastern are there.

    Discord servers Illusion Soft, Koikatsu! and my Illusion Games Modder's Refugium.
    Last edited by enimaroah; 05-01-2019, 05:15 AM.

    Leave a comment:


  • lordmogsama
    replied
    Not sure if this is being maintained still (or if there's a successor out there somewhere), but I figured I'd leave a note that the latest SB3UGS (1.15.12) doesn't like the new .unity3d format used by Emotion Creators. Seems like the internals have changed a bit, too, as packages from Koikatsu aren't exactly plug-and-play.

    (Is this place a ghost town now or what?)

    Leave a comment:


  • slandy
    replied
    I cannot export any format other than .mqo and I don't understand why. I want to make an uncensor for Koikatu but can't export the mesh. Incidentally HS meshes won't export either. I can export an .mqo and edit it but it doesn't work when imported back.

    SB3 says it starts to export but never finishes, there are no errors, it creates a file of some size but when I try to edit the file in Blender there is nothing in it. This is for every format except .mqo. I can't figure out what is wrong.

    Edit:
    I got the mqo mesh to work except for the texture being off. Nothing else will export properly though.
    Last edited by slandy; 03-19-2019, 02:11 PM.

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.9
    • Added warning for non-standard number of mipmaps - thanks to cunihinx on discord
      Click image for larger version

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    • Added "Paste Into" dialog to view and control what is to be pasted - initiated by Kenzato on discord​
      Click image for larger version

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    Download - github release

    Sources - github release
    Last edited by enimaroah; 02-20-2019, 01:48 PM.

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.8
    • Fixed drag 'n drop of external assets into MonoBehaviour and LoadedByTypeDefinition editors
    • Fixed missing focus on first control of replacement dialog (Frame, Mesh, Morph, Material, Type)
    • Fixed crash when MeshRenderers had no Mesh assigned (introduced in v1.15.7)
    • Added m_Enabled of MeshRenderers to be editable
    • Changed CapsuleCollider, Cloth, MeshCollider and SphereCollider into LoadedByTypeDefinition
    • Fixed crash when pasting LoadedByTypeDefinitions of regular game files
    • Fixed loading transparency background images in Texture editor when Sb3UGS was started via association - thanks to xm007
    • Changed pasting AnimationClip no longer overwrites an existing original
    • Fixed crash opening MonoBehaviour editor with a MonoScript with set isEditorScript - thanks to ZMX

    Download - github release

    Sources - github release

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.7
    • Fixed crash on export of meshes in Animators with identical morph channel names in the whole hierarchy - thanks to Kurogiwa
    • Fixed crash when saving all Unity4 files - thanks to Kurogiwa
    • Removed type check for regular Unity4 game files - thanks to Kurogiwa
    • Added shared mesh warning when meshes are used multiple times
    • Fixed two crashes when applying patches (since v1.14) - thanks to MarC0
    • Fixed crash when loading LoadedByTypeDefinition assets in regular game files
    • Fixed lock of export folder when export crashed - thanks to ZMX on discord

    Download - github release

    Sources - github release

    Leave a comment:


  • enimaroah
    replied
    Hello Kurogiwa,

    I remember that PC had that huge hierarchies with several Animators, at least for the body. Not sure if that also included the head. You should try to open the closest Animator to the mesh. If that doesn't help you can create a virtual Animator and virtual Avatars, but I doubt that you will get the head correctly back in there that way.

    I will check if one of the mods in the release thread contains a resources.assets version for checking. I hope that you tried the current version of Sb3UGS already.

    Please head over to the modding discussion of PC for further conversation about this problem.

    Edit:
    I posted a workaround for this problem into the modding discussion.
    Last edited by enimaroah; 02-07-2019, 02:29 AM.

    Leave a comment:


  • Kurogiwa
    replied
    Hey enimaroah , thanks for all your work

    I got the issue "An entry with the same key already exists"when I try to export some mesh within the file resources.assets, from Play Club.
    The mesh is cm_O_head, that is inside the "Animator" cm_head_01.

    Have I done something wrong ?
    Last edited by Kurogiwa; 02-06-2019, 07:14 PM.

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.6
    • Fixed missing entry in AssetBundle asset after pasting AnimatorController - thanks to MarC0 and Anon11 on discord


    Download - github release

    Sources - github release

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.5
    • Fixed memory leak when the Images window was closed or images were closed from menu
    • Fixed FBX export of unskinned meshes getting non-Identity mesh transformation from DAG pose (introduced in v1.15.3)


    Download - github release

    Sources - github release

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.4 - thanks to xm007 for reporting a glitch in v1.15.3!
    • Fixed refusal of assignment of a newly imported texture


    Note, uncommitted resources in other files still need to be committed before you can assign them!

    I was a bit too hasty and forgot to change the title of Sb3UGS. So it still says 1.15.3. Dont worry.

    Download - github release

    Sources - github release
    Last edited by enimaroah; 02-04-2019, 02:13 AM.

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.3
    • Added PreferedAngle and BindPose to FBX export. This prevents Maya's import warning
      and allows to "Assume Preferred Angle" and "Go to Bind Pose".
    • Fixed InvalidCastException in files with RenderTexture when opening Camera and Animator editor,
      RenderTexture and LightProbe are shown by name instead of PathID in "MonoB & Other"
    • Added copy & paste of Camera
    • Fixed crash when closing file with (external) texture being shown as UV map


    Known issue:
    Loading external resource files before geometry files shows the resources in the renderer
    immediately. Loading files in reverse order requires manual selection to show resources.


    Download - github release

    Sources - github release

    Leave a comment:


  • enimaroah
    replied
    Fix for missing targets in Shape Editor in Maya 2019 after import of FBX.

    Put the following code into the Script Editor's MEL tab and execute it. This must be done each time after importing blendshapes from older FBX files. If you want to know the missing instructions from the FBX importer uncomment accordingly.
    Code:
    // Older FBX files without RootGroup property in every blendshape
    // and hierachical property for every last shape of a channel
    // are not shown in Shape editor of Maya 2019
    
    {
        string $blendShapes[] = `ls -o -et blendShape`;
        int $numBlendShapes = size($blendShapes);
        for ($blendShapeIdx = 0; $blendShapeIdx < $numBlendShapes; $blendShapeIdx++)
        {
            if (size($blendShapes[$blendShapeIdx]) == 0)
            {
                continue;
            }
    
    //        print("// " + $blendShapes[$blendShapeIdx] + "\n");
    //        $shapes = `listConnections -source true -type mesh -shapes true $blendShapes[$blendShapeIdx]`;
    //        $numShapes = size($shapes);
            select -r $blendShapes[$blendShapeIdx];
            float $weights[] = `getAttr .weight`;
            $numShapes = size($weights);
            if ($numShapes > 0)
            {
                string $pndrValues;
                string $tgvsTpvsValues;
                string $tgdtValues;
                for ($shapeIdx = 0; $shapeIdx < $numShapes; $shapeIdx++)
                {
                    $pndrValues += " 0";
                    $tgvsTpvsValues += " yes";
                    $tgdtValues += " " + $shapeIdx;
                }
                $cmd = "setAttr -s " + $numShapes + " \".pndr[0:" + ($numShapes - 1) + "]\"" + $pndrValues;
    //            print($cmd + "\n");
                eval $cmd;
                $cmd = "setAttr -s " + $numShapes + " \".tgvs[0:" + ($numShapes - 1) + "]\"" + $tgvsTpvsValues;
    //            print($cmd + "\n");
                eval $cmd;
                $cmd = "setAttr -s " + $numShapes + " \".tpvs[0:" + ($numShapes - 1) + "]\"" + $tgvsTpvsValues;
    //            print($cmd + "\n");
                eval $cmd;
                $cmd = "setAttr \".tgdt[0].cid\" -type \"Int32Array\" " + $numShapes + $tgdtValues;
    //            print($cmd + "\n");
                eval $cmd;
            }
        }
    }

    Leave a comment:


  • enimaroah
    replied
    SB3UGS_v1.15.2
    • Fixed FBX compatibility issues with Maya 2019. Morph keyframe names are prefixed if they would clash.
      Click image for larger version

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      Although not visible in the screenshot, in-between blendshapes are handled correctly as well.
    • Fixed crash when Editor panel was floating. Added floating Editor and File panels to accept files.


    Download - github release

    Sources - github release

    Leave a comment:

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