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Post by sammoyke on Oct 7, 2017 12:32:13 GMT -5
I am very new to blender and animation. I have the basic concept of posing understood but as I was attempting to edit an ea clip as offered in the studio to make my own I seem to run into an issue where limbs are twitching or spasaming when i didnt edit those limbs to do so.
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Post by sammoyke on Oct 7, 2017 12:36:37 GMT -5
to further explain i started with the spit out cowplant animation. i removed most of the beginning and end and kept just the part where he hits the ground and looks up. i then edited from there to grab his eye,the purpose of the pose is to hold an injured eye. I didn't edit the limbs specifically to twitch or even move i simply deleted the first and last half and started to add my animations like normal. Other test animations i did using a blank sim rather than an ea clip did not do this.
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Post by inabadromance on Oct 7, 2017 13:32:41 GMT -5
Hi! Have you checked that the original pose does the same thing? some poses of EA move around like up and down for some reason upon export... but i haven't seen that in game. So maybe you have to fix those weird motions manually by coping those leg bones over the frames that have the problem.
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Post by sammoyke on Oct 7, 2017 18:55:08 GMT -5
I have made myself satisfied with the corrections i made ,it does seem to be an ea clip issue. i am at the portion of the pose where i have to make my two couples pose correctly when using teleport mod. its an animation and i am having a hard time "copy" the pose to a new blank rig it either tells me the copy wont buffer or it only copies the first frame and not the whole animation. I can currently get the animation to work for both and the timing is correct but the position of the sims is off. Is there a tutorial that I am missing that explains how to do this for animated poses if it is any different then a simple stand still pose.
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Post by inabadromance on Oct 7, 2017 19:06:15 GMT -5
Yes, i am not aware of any way to copy a full animation only frame by frame. Since this isn't specific related to sims i think you should try and look for tutorials on either youtube or blender's forum. I personally didn't found anything useful.
Remember that both rings (the center that is a little orange sphere) need to be on 0,0. You move the rig in pose mode, not object mode.
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Post by sammoyke on Oct 7, 2017 19:58:24 GMT -5
blender fileblender fileblender file ( this one has both without that arm twist.i dont know why but i cant seem to copy and paste ANY of the second pose and only the first frame of the first pose after that i get the copy not buffer error. I technically could make the separate poses work in game through patient finagling of the teleport pose but id like it to be normal lol. i dont know if im missing something or major or minor but its been first real bump in the road since starting posing. they look great together in blender lol id love to put it in game normally i appreciate any insight thanks for taking the time to help, its fine if its too tedious to explain im sure ill trial and error my way through it if need be.
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Post by inabadromance on Oct 7, 2017 20:23:25 GMT -5
I'm not sure which blend should i be seeing.. ? Why three? To copy and paste poses BOTH rigs have to be on the same blend. So you have to append one of the rigs into the other and then copy all the bones for each frame.
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Post by sammoyke on Oct 7, 2017 20:36:50 GMT -5
well im really new to this i was getting confused if i needed two seperate blends or three , them seperate and the couple but i think i sorta get it now i got this to work in game now i just need to animate. i guess if i want to animate pose a properly i append pose b to it then to animate pose b i append pose A to it. then remove the appended files and it should be good to go? im gonna try that tho i am not sure if what im saying and what im doing is the right thing lol
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Post by inabadromance on Oct 7, 2017 21:31:40 GMT -5
There's no need for that inverted version.. it's like apple + banana = banana + apple. You just choose any pose and append the other to it, to do both simultaneously. Once you have everything done, delete one. Save. Go backwards, and delete the other to save a the other pose.
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Post by brujah on Oct 8, 2017 9:54:58 GMT -5
The interpolation mode of the keyframes is initially set to Linear. To fix it select them all and change them to Bezier. You can also change this to the default setting for new Keyframes in Blender's User Preferences on the Editing tab under New F-Curve Defaults.
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Post by sammoyke on Oct 8, 2017 20:40:32 GMT -5
current settings i got the animation to work in game link
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Post by sammoyke on Oct 8, 2017 20:43:31 GMT -5
on a base sim the jaw doesnt have much of an overbite/underbite, my charachter just has a small jaw so it comes off a bit strange it looks nice on other characters with more average sized faces i might try to do varieties for the face so different sized face sims don't get weird expressions. other wise im pretty happy with it. IT WORKed and that was the first goal lol
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Post by alessi on Oct 20, 2017 10:54:29 GMT -5
The interpolation mode of the keyframes is initially set to Linear. To fix it select them all and change them to Bezier. You can also change this to the default setting for new Keyframes in Blender's User Preferences on the Editing tab under New F-Curve Defaults. Hello everyone, and congrats for your superb work. After a couple months using S4S and blender (just to watch them, nothing made yet) I noticed watching one I extracted today a weird jumping in the whole body... First suspected EA changed something in the latest update, but also remembered i saw that behavior before (much less noticeable) im my previous exports... which, by coincidence, those were the kind of animations that had almost no positional change of the root bone (like a upper body gesture only) or instead the root had keys in every position of the timeline (like a walking or dancing clip) So after cheking a bit if there was a mention of this issue here (only found this topic so far) i went back to blender and examined the curve editor... what i found indeed was that the handles of the keys were not only clamped, but clamped to 0!! and that makes big and odd curves in the big gaps between keyframes, and thus making the animation "glitchy" (notice im talking about extracted ones, not made by me).. To the point: The only way of correct that is selecting all keys and change them to automatic... And theres my question. Is that a problem/bug/missed thing in the S4S export feature, or theres is some setting in S4S i missed to change it? Cheers, and continue your great work. PD: This post its kinda a help request (in case im doing something wrong) or a hint to other animators or developers (in case of an S4S glitch) so i dunno where to post it... sorry if its the wrong place. --- Alessi
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Post by sammoyke on Oct 20, 2017 13:19:58 GMT -5
I think this is a good thread as any for it cause I havent found any site discussing this twitchyness and it only occurs with the extracted animations none of mine have done this. Truthfully I wanted to extract certain animations and use them in pose pack for story telling because I was not confident in my own animation skills. Ive since then become confident of my skills but would still like to have certain in game animations in a pose pack for stories so I hope it's something that can be fixed either with sims studio or manually. I honestly have no idea what you mean by the keys being clamped to 0, ill have to read into what that means.
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Post by alessi on Oct 20, 2017 21:37:31 GMT -5
I think this is a good thread as any for it cause I havent found any site discussing this twitchyness and it only occurs with the extracted animations none of mine have done this. Truthfully I wanted to extract certain animations and use them in pose pack for story telling because I was not confident in my own animation skills. Ive since then become confident of my skills but would still like to have certain in game animations in a pose pack for stories so I hope it's something that can be fixed either with sims studio or manually. I honestly have no idea what you mean by the keys being clamped to 0, ill have to read into what that means. Sorry... my bad.. I meant the HANDLES of each key are in 0,0 in the graph editor. If you are still learning, those handles are like a guide of how the curve of a certain value must be interpolated between 2 keys... Well, thats wasnt a very good explanation, but lemme take a screenshoot of a big mess i found so you can understand better. drive.google.com/file/d/0B5y4O9fTAbcSdnVLemFabFVyUkk/view?usp=sharingYou can see the purple curve (Z value) trying to follow the handles' direction (pink lines from each key to 0,0 on the graph)... and the curve makes a big bulge down in the "empty" keyframe positions (very noticeable between the first and third keys here).. thus making the value jump a lot in the z axis in the middle of those keys. Of course that wouldnt matter if the keys were consecutive (still there will be a curve down, but without a frame between them) but in this case theres 1 "non-keyed" frame between key 1 and 2, and 2 frames between keys 2 and 3... in those frames, the Z value will be taken as the purple curve indicates... and this happens with all the values (x/y/z, pos and rot) In another clip (that i cant post because is from a mod and i need some kind of permission) there is a big gap without keys in the middle of the clip, and the curve in the Y value is so big that when you play the animation, the sim floats in the air more than half his height for several seconds.... Of course, in-game all that doesnt show up, because the sims4 engine calculates that interpolation by itself, gettin rid of our problem. The solution for us (animators) in this case (and in your problem at top of this thread), is as brujah said, selecting all the keys, pressing 'V' and choose "Automatic" or "Bezier" in the popup menu... Hope that helps... Ive explained as better i could and as good as my english permits...
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