Post by triplis on Dec 26, 2018 19:56:00 GMT -5
I don't think this is well-explored ground, but I figured, you folks here know a lot about animation, maybe you'll know something I don't that cracks this problem.
Custom walkstyle file - works
Custom locomotion file - works
Custom clip file referenced in custom locomotion file - the animation starts to play, but stalls and the sim just hangs there in place.
I tried a few different things, including trying a custom Clip file that I know works outside of being used in a locomotion file (it works in a jazz/AnimationElement/interaction setup).
So then I tried comparing Clip/ClipHeader files of an EA Clip file used in locomotion, versus what I'd ended up with from importing in a different .blend file (or using the Clip Pack creator). I noticed a couple of differences.
1) Even with the same animation, the duration was different. 0.4333333 (my file) versus 0.4 (EA file). Why is a mystery. All I did was extract the EA animation as a .blend file using S4S and then import it in for a custom file.
2) There were some additional things under Channels in the EA file. A variety of things about IK_TargetWeight and IK_TargetWeightWorld. I guessed that maybe these had something to do with the stalling (them not being present). So I tried adding them manually to the custom Clip file for the heck of it and S4S gave me a save error.
Save Error:
So apparently adding in stuff like that manually is not going to work. Nor is S4S generating that type of information manually it seems (or maybe it's that extracting the animation into a .blend file strips that kind of information, when it would otherwise be present?).
I'm kind of at a loss on this one. Animation is not something I know much about in general, much less as it specifically pertains to TS4 and there is very little documentation on it for this game that I'm aware of. I'm content to experiment as needed, if only I had some inkling of what to try. Right now, it seems like I'm in a bit of a dead end.
Custom walkstyle file - works
Custom locomotion file - works
Custom clip file referenced in custom locomotion file - the animation starts to play, but stalls and the sim just hangs there in place.
I tried a few different things, including trying a custom Clip file that I know works outside of being used in a locomotion file (it works in a jazz/AnimationElement/interaction setup).
So then I tried comparing Clip/ClipHeader files of an EA Clip file used in locomotion, versus what I'd ended up with from importing in a different .blend file (or using the Clip Pack creator). I noticed a couple of differences.
1) Even with the same animation, the duration was different. 0.4333333 (my file) versus 0.4 (EA file). Why is a mystery. All I did was extract the EA animation as a .blend file using S4S and then import it in for a custom file.
2) There were some additional things under Channels in the EA file. A variety of things about IK_TargetWeight and IK_TargetWeightWorld. I guessed that maybe these had something to do with the stalling (them not being present). So I tried adding them manually to the custom Clip file for the heck of it and S4S gave me a save error.
Save Error:
The Sims 4 Studio - Version 3.1.2.1
System.NullReferenceException: Object reference not set to an instance of an object.
at S4Studio.Data.IO.Util.BinaryStreamWrapper.WriteBytes(Byte[] bytes, ByteOrder order)
at S4Studio.Data.IO.Util.BinaryStreamWrapper.Write(Byte[] input)
at S4Studio.Data.IO.Animation.Clip.Write(Stream stream, IReferenceList resources)
at S4Studio.Data.IO.Animation.ClipResource.Write(Stream stream, IReferenceList resources)
at S4Studio.Data.IO.Package.DBPFPackage.WriteResourceStream(FileStream final_stream, IPackedResource resource, IDBPFResourcePointer index)
at S4Studio.Data.IO.Package.DBPFPackage.WriteDataStream(Stream src_stream, FileStream final_stream)
at S4Studio.Data.IO.Package.DBPFPackage.SaveTempPackage(String out_file, String tmp, Stream pkg_stream)
at S4Studio.Data.IO.Package.DBPFPackage.Save(String out_file, Boolean inline, String temp_path)
at S4Studio.Shared.StudioDocumentModel.Save(String filename)
So apparently adding in stuff like that manually is not going to work. Nor is S4S generating that type of information manually it seems (or maybe it's that extracting the animation into a .blend file strips that kind of information, when it would otherwise be present?).
I'm kind of at a loss on this one. Animation is not something I know much about in general, much less as it specifically pertains to TS4 and there is very little documentation on it for this game that I'm aware of. I'm content to experiment as needed, if only I had some inkling of what to try. Right now, it seems like I'm in a bit of a dead end.