|
Post by lilyvalley807 on Oct 12, 2018 20:37:36 GMT -5
I've done my best to follow an animated object tutorial but it wound up that it doesn't show in the buy catalog. When I attempt to load it up in S4S I get this: The Sims 4 Studio - Version 3.1.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at S4Studio.ViewModels.ObjectSwatchItem..ctor(ObjectDefinitionResource object_definition, ObjectCatalogResource objectCatalog, ObjectCustomContentViewModel parent) at S4Studio.ViewModels.ObjectCustomContentViewModel.CreateSwatch(ISwatchResource resource) at S4Studio.ViewModels.ObjectCustomContentViewModel.<InitSwatches>d__13.MoveNext() at System.Collections.ObjectModel.ObservableCollection`1.CopyFrom(IEnumerable`1 collection) at System.Collections.ObjectModel.ObservableCollection`1..ctor(IEnumerable`1 collection) at S4Studio.ViewModels.Generic.CatalogSims4CustomContent.get_Swatches() at S4Studio.ViewModels.Generic.CatalogSims4CustomContent.get_SelectedSwatch() at S4Studio.ViewModels.Generic.BuyBuildSims4CustomContent.set_TagManager(BuyBuildTagsManager value) at S4Studio.ViewModels.ObjectCustomContentViewModel..ctor(IWindow window, IResourceProvider globalFiles, IDBPFPackage localPackage, UInt64 prototype_id) at S4Studio.Shared.StudioDocumentModel.LoadViewModel() at S4Studio.Shared.StudioDocumentModel.set_Package(IDBPFPackage value) at S4Studio.MainWindow.LoadProject(String full_path)
The package file in question: link
|
|
|
Post by brujah on Oct 12, 2018 20:47:31 GMT -5
I recommend re-cloning the original object. There must be parts broken or missing.
|
|
|
Post by lilyvalley807 on Oct 12, 2018 21:53:24 GMT -5
I have some crucial parts of data still in the package file that weren't saved elsewhere. How can I get them back?
|
|
|
Post by brujah on Oct 12, 2018 22:18:01 GMT -5
What parts do you need? I can attempt to recover them for you.
|
|
|
Post by lilyvalley807 on Oct 12, 2018 22:30:07 GMT -5
What parts do you need? I can attempt to recover them for you. The animations/tuning/object tuning, model/model lod and rig/slots.
|
|
|
Post by brujah on Oct 12, 2018 23:19:27 GMT -5
Unfortunately, I am unable to recover any of the requested resources. Are you certain that the resources have not been saved in another format that you can import (for example the mesh and animation) as you did the first time?
|
|
|
Post by lilyvalley807 on Oct 12, 2018 23:36:27 GMT -5
Unfortunately, I am unable to recover any of the requested resources. Are you certain that the resources have not been saved in another format that you can import (for example the mesh and animation) as you did the first time? The meshes and animations are somewhere else to be found but the tuning and animation states are not. I guess the bones and tuning will have to be manually added again? It took a long time to get it all there.
|
|
|
Post by brujah on Oct 13, 2018 0:04:41 GMT -5
Again, unfortunately, yes. From what I was able to see the model/mesh files were corrupt. I recommend saving the tuning files as .xml files through notepad or similar program. When making a significant change I also recommend saving as a new file to avoid this type of issue in the future (almost like a back-up). If you have any further issues, please post again.
|
|
|
Post by lilyvalley807 on Oct 13, 2018 11:14:20 GMT -5
Again, unfortunately, yes. From what I was able to see the model/mesh files were corrupt. I recommend saving the tuning files as .xml files through notepad or similar program. When making a significant change I also recommend saving as a new file to avoid this type of issue in the future (almost like a back-up). If you have any further issues, please post again. I'm having something weird happen.. when I put the original cc item (not animated) and then the new unreadable package in S4S mods, the animated one loads perfectly fine. I left the LOD meshes unchanged in this new file, so maybe that's something?
|
|
|
Post by brujah on Oct 13, 2018 19:17:44 GMT -5
Share the un-edited package and we'll get to the bottom of this.
|
|
|
Post by lilyvalley807 on Oct 13, 2018 19:28:53 GMT -5
Share the un-edited package and we'll get to the bottom of this. Here is the original . Best thing is to probably have both package files in this thread within S4S Mods folder.
|
|
|
Post by brujah on Oct 13, 2018 21:09:24 GMT -5
So the TEST package works as long as you have the un-edited one in the mods folder as you said. Do this: Rename ALL tuning resources in the TEST package to include "lilyvalley807:" at the beginning instead of "creator:" or nothing (including the ASM name and change it's instance to match), and export them. The animation clips and tuning have a strange group number, they should be 80000000. Change that and export them. Once all that is said and done, import them into the ORIGINAL and save as a new file. As always, post again with any issues. I'm confident you will succeed.
|
|
|
Post by lilyvalley807 on Oct 13, 2018 23:25:22 GMT -5
I have it appearing in the game but the custom animation/interaction I've created does nothing right now. The sim and object are supposed to both use a new animation in the package file and upon loading a lot, my installed MCCC gives a last exception. The interaction is able to be chosen in the pie menu but MCCC states the last exception error again and the interaction is over without playing. This is the latest package file but I have to say it's currently late in my timezone and I will respond later. Thanks.
|
|
|
Post by brujah on Oct 14, 2018 18:54:37 GMT -5
I see several issues that need to be fixed before it will function. There are probably going to be more after these are fixed, but these definitely need to be fixed first.
- The bones in the rig are all at position (0,0,0) and have no rotation applied to them
- There are two rig/slot resources. Delete instance 7A45F54BFF3BF1CD
- Both clips/headers use the actor name "x" and one of them has a 32 bit instance (00000000XXXXXXXX) instead of 64 bit (XXXXXXXXXXXXXXXX)
- There is only one ASM and it defines what the sim will do, another will be needed for the object
- It is currently using a linked footprint (not a problem, but something to consider changing)
That is all I see at the moment, but we'll see what crops up (if anything) after these are fixed.
|
|
|
Post by lilyvalley807 on Oct 14, 2018 20:20:49 GMT -5
I see several issues that need to be fixed before it will function. There are probably going to be more after these are fixed, but these definitely need to be fixed first.
- The bones in the rig are all at position (0,0,0) and have no rotation applied to them
- There are two rig/slot resources. Delete instance 7A45F54BFF3BF1CD
- Both clips/headers use the actor name "x" and one of them has a 32 bit instance (00000000XXXXXXXX) instead of 64 bit (XXXXXXXXXXXXXXXX)
- There is only one ASM and it defines what the sim will do, another will be needed for the object
- It is currently using a linked footprint (not a problem, but something to consider changing)
That is all I see at the moment, but we'll see what crops up (if anything) after these are fixed. Okay here are my current concerns: 1. The start of the bones will be the needed positions? And in blender, what is the rotation exactly, is it roll or radius? I guess which of the values needed for rotation will be in the bones and their orientation instead of Identity? 2. What actor name will work for the sim? 3. The footprint is intentional and makes it easier to be added to smaller lots.
|
|