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Post by Aurora Kreativ on Mar 7, 2020 5:24:27 GMT -5
So I've been at this for several days now, been studying different types of CC with object animations, also have been studying the weather machine from Seasons pack, and have tried to replicate but have not been successful one bit.
So I have an object, based on "The Pianist" painting. I replaced the mesh for this with my own (Blinds). So far so good. Looks ok in game.
Then I added my own interaction to this object. Works fine, all good. Interaction shows up in game and is selectable. Sim moves up to the object and plays the "view art" animation. Which is fine.
I also added animation tuning and ASM to the package so I could add animation to the object on interaction. I followed instructions on all kinds of different tutorials, on this site and off-site to make the interaction have the object play the animation. But alas, nothing happens. At first I thought it must have to do with the interaction tuning, that I just haven't set it up properly, missing links to play the animation, but no matter what I change, add or remove, it just wont play it. So I'm starting to suspect it must have to do with something else that I just can't pin point.
I've looked at andrew's animated grandfather clock among many other ones I could find. One thing I've noticed is, I MUST use the SuperInteraction type of tuning in order for any interaction to be functional. If I try to use any other interactions such as immediateSuperInteraction, no interaction shows up. So unfortunately I cannot just use the same interaction type as can be seen in, for example, andrews clock and some others.
In the Weather Machine that comes with the Seasons pack, the interaction used is SuperInteraction as well, so I thought I could copy some of the code to make it work for my object. Namely, outcome codes, "content_looping", "canonical_animation" etc. Yeah... can't figure it out.
So, I'm simply hoping that someone who has a little bit more experience can have a look at why this object wont animate. You can download the package, as well as the .blend file for the animation I'm trying to trigger below to have a look.
You may see other things in the package that doesn't work, but for now, I'm simply trying to focus on getting the animation to work.
Thank you.
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Post by Aurora Kreativ on Mar 7, 2020 6:20:53 GMT -5
I'm also noting these errors in LastException.txt:
<?xml version="1.0" ?><root> <report><version>2</version><sessionid>37eb9a3c5ff2aac85e637b68</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-03-07 11:46:28</createtime><buildsignature>Local.Unknown.Unknown.1.61.15.1020-1.200.000.440.Release</buildsignature><categoryid>tunable.py:1670</categoryid><desyncid>37eb9a3c5ff2aac85e637b68</desyncid><systemconfig/><screenshot/><desyncdata>[cjiang] Error occurred within the tag named 'posture_target_preference' (value: V) (AttributeError: 'NoneType' object has no attribute 'get')
Traceback (most recent call last):
File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 179, in wrapper
File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 151, in c_api_server_init_tick
File "T:\InGame\Gameplay\Scripts\Core\sims4\core_services.py", line 164, in start_service_tick
File "T:\InGame\Gameplay\Scripts\Core\sims4\service_manager.py", line 335, in start_single_service
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\instance_manager.py", line 104, in update_incremental_start
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\instance_manager.py", line 144, in _execute_gen
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\instance_manager.py", line 440, in load_data_into_class_instances
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 658, in load_from_xml
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 703, in feed
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 747, in _load_node
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 796, in _load_tunable
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\tunable.py", line 1188, in load_etree_node
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\tunable.py", line 1670, in load_etree_node
AttributeError: 'NoneType' object has no attribute 'get'
rtim=0
ClientInfo isn't here</desyncdata></report> <report><version>2</version><sessionid>37eb9a3c5ff2aac85e637b68</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-03-07 11:46:28</createtime><buildsignature>Local.Unknown.Unknown.1.61.15.1020-1.200.000.440.Release</buildsignature><categoryid>tunable.py:1670</categoryid><desyncid>37eb9a3c5ff2aac85e637b68</desyncid><systemconfig/><screenshot/><desyncdata>[manus] Exception while finalizing tuning for <class 'sims4.tuning.instances.AuroraKreativ:ToggleBlindsUp'>. (AttributeError: 'NoneType' object has no attribute 'get')
Traceback (most recent call last):
File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 179, in wrapper
File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 151, in c_api_server_init_tick
File "T:\InGame\Gameplay\Scripts\Core\sims4\core_services.py", line 164, in start_service_tick
File "T:\InGame\Gameplay\Scripts\Core\sims4\service_manager.py", line 335, in start_single_service
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\instance_manager.py", line 104, in update_incremental_start
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\instance_manager.py", line 144, in _execute_gen
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\instance_manager.py", line 440, in load_data_into_class_instances
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 658, in load_from_xml
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 703, in feed
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 747, in _load_node
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\serialization.py", line 796, in _load_tunable
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\tunable.py", line 1188, in load_etree_node
File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\tunable.py", line 1670, in load_etree_node
AttributeError: 'NoneType' object has no attribute 'get'
rtim=0
ClientInfo isn't here</desyncdata></report> </root>
Looks like the error is: AttributeError: 'NoneType' object has no attribute 'get'
rtim=0
ClientInfo isn't here which i don't know what it refers to.
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Post by Aurora Kreativ on Mar 7, 2020 6:50:01 GMT -5
Alright, got rid of the error by fixing the interaction. No new error comes up when I start the game again, however, it still wont play the animation I updated the package and link as well.
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Post by MizoreYukii on Mar 7, 2020 16:39:19 GMT -5
First off, do you intend for the blinds stay open after the animation like in real life? If so, your first problem is that you need to add geostates to your object, which you can do from the warehouse or by cloning a different object (I recommend cloning, the warehouse version is still a bit experimental). You also need to make an open version of your object to import into the second geostate for that open state. Second, I highly recommend finding an object in game (or a mod) that functions similarly. Something that a sim walks up to and turns on with it animating, or opens, and then this object staying on or open, and then copying or studying that interaction and related data instead (the current interaction has too much misc content). Third, I think you should take a look at the ASM and clips again. You have an up and down animation, but only added the up animation to the ASM. It also feels like something is off or missing (could just be me), so again try studying a similar object (maybe the ceiling fan? though I think that uses something else to animate now that I think about it) and see if there's other stuff you may need to add.
I can't pinpoint the exact issue because there's, unfortunately, too many variables to look at, but if I had to guess it's probably the ASM, maybe the interaction last. If you want to test if it's truly the interaction, you could try it on an existing object with it's ASM and animations. So keep the interaction, try replacing the animation reference as well as the object tuning and the object itself, see what happens. Of course that could also not work, but modding is all about testing. You certainly picked a big project as your first mod though, lol.
Look into the XML Injector as well to try out other interactions, see if they help.
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Post by Aurora Kreativ on Mar 8, 2020 2:48:45 GMT -5
Hi! Thanks for looking into it and trying to see what could be wrong. Great, at least I know now I need geostates! Thanks Regarding finding another object that functions similarly, yeah, been there done that. Haven't found anything that does anything similar unfortunately. Some objects I've found either don't function anymore or don't do things similar enough. You know, I actually did look into the ceiling fan as it has on and off states, unfortunately, just as you suspected, it's animated with a pinwheel shader, so there's nothing I can override in terms of animation tunings. The reason I only added one animation so far was because I just wanted see if I could get anything to animate at all, even if it meant it would animate strangely, looping the same opening state, opening and closing, or whatever else it would do, just to see that the animation tuning and ASM actually was registered and used. To no avail I'm afraid. However the pinwheel shader for the ceiling fan made some funny animated results for my blinds which spun around in a circle on the wall! When I tried to change the pinwheel shader to something else to see if it would stop spinning around, it would only show a hidden face (mesh 2 of the ceiling fan) as an object instead of the whole object, which I can understand happened. May still try and tweak it a bit since it does have an on and off state which is useful. I will tweak the version I posted here a bit more as well and add geostates and see what else I can do to make it work. If I can make it work I'll see to if I can share the knowledge with others somehow since animating objects isn't as talked about as animating sims. Thanks again.
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Post by MizoreYukii on Mar 8, 2020 20:35:11 GMT -5
A tutorial, or thread listing/discussing info (even potential bugs, however small), is always a wonderful idea since the current one we have isn't really a tutorial, unfortunately, lol. I've been taking notes while I work on my archery range project for not only myself, but for any future tutorials I write (I don't plan on a tutorial for animated stuff until a few projects later, but I can contribute what I can if anyone needs it). But the reason it's not discussed is because only a handful of people know how to do it, and out of that handful there's like....3 people who actively make animated mods. The rest dabbled in it once or twice and that was it, any others either do it as an unreleased mod, or gave up. :/ Unfortunate, but the reality of things. Anyways, the last thing I can recommend is to try contacting Necrodog on tumblr as he doesn't really visit here anymore, see if he has time to take a look. necrodogmtsands4s.tumblr.com/Hopefully he does and can pinpoint the issue, and then you can post back about what was found. Good luck!
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Post by Aurora Kreativ on Mar 9, 2020 1:53:23 GMT -5
Yeah, I realized many give up after a while of trying, and those with the knowledge seem to be busy with other things which is understandable. I'm definitely going to keep looking into it, and report back with what I can find.
If I make a thread at some point with whatever info I've found on it, through experimenting or otherwise, you could chime in with your knowledge as well when you're ready! Thanks again for your insight.
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Post by necrodog on Mar 16, 2020 0:08:38 GMT -5
Hello Aurora Kreativ Sorry in my late reply. im going to check your package and see whats need to be changed.
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Post by necrodog on Mar 16, 2020 0:20:27 GMT -5
Hello Aurora Kreativ. I did a quick look to your package and i see some mistakes, but the blinds animations and bones are correct. I suggest using andrews grand father clock tuning as a base for your working blinds. Please ask permission to andrew for use the father clock as a base and gladly i can guide you to achieve the working blinds you want. n_n
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Post by necrodog on Mar 16, 2020 1:40:06 GMT -5
Hello Aurora Kreativ. The blinds works finally, with andrew grandfather clock tuning as a base. You need to create an on, off, and on/off object state, and iddle animation in your object tuning linking the animation iteraction and the object states. I have created a fixed blinds up and blinds down clips based on your blneder clip you share, update the names of the iteraction of the grand father clok, update the asm that andrew gives in the grand father clock, linked the fixed clips in the asm. And here is the result. Hope you like. In the blinds they will appear a blinds up and down iteraction. I have used the same iteraction as andrew did, so the sim dont need to route to the blinds to open or close them. www.mediafire.com/file/d46o52o8p06m9e4/Aurora-animated-blinds-fix.7z/file
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Post by Aurora Kreativ on Mar 17, 2020 4:01:22 GMT -5
So I am back again with an update that I managed to get the animation to finally work! However the animation isn't animating properly, as it rotates the individual blinds too far instead of stopping where they're supposed to. Otherwise it actually works. I just noticed too that you responded with your version of the package necrodog. That's very kind of you for trying to help! However, I'm the type of person who likes to learn how to do something so that I can do it again when I want to, and so while I've been trying to figure it out by tweaking the package settings, reading this forum, reading other forums, and reading TDESC files, I have gained some knowledge about interactive animated objects. I'm going to compile everything I've learned so far and make a new post about it soon so others can take part of it as well. While inspecting your package necrodog, I noticed that the animations in the blend files are completely still, as in, not animating but has two keyframes with the same position in both. I also noticed that the "blinds up" animation is only rotated slightly up instead of all the way up. I had a suspicion when I was testing my object in game that, Sims 4 actually calculates rotations differently, and so when I rotated my blinds all the way up in blender, the game calculates this rotational movement differently and causes the blinds to rotate way too far, making the underside of the blinds facing forwards instead of downwards. Hence, for example, a 10 degree rotation in blender causes a 20 degree rotation in game. So I'm guessing that you only rotated it so far, to make it rotate the correct amount in game with this in mind? I'm also assuming that the object wont actually animate at all but will simply "switch" up and down since there's no animation in the blender file? I shall attempt at making some adjustments to my objects animation to see if it will animate correctly with a smaller degree of rotation and report back. Thanks again.
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Post by Aurora Kreativ on Mar 17, 2020 5:43:25 GMT -5
MizoreYukiiAlright, so it was like I suspected. In game, it will rotate further than it is animated in blender. So I made sure to only animate it partly open, which in game translates to look fully open. So now I have a fully interactive, animated object! I'll get started writing up a tutorial/informative post about it and perhaps, making a video version as well.
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Post by Aurora Kreativ on Apr 2, 2020 9:23:05 GMT -5
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