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Post by diemilchschnitte on Nov 27, 2020 6:55:58 GMT -5
Hello fellow simmers and creators! I already searched for a solution for days by now and I am really at a loss what to do to fix this. So I hope someone can please explain what's happening. I exported an ingame animation via s4studio to create an override.
But when importing the file to blender the animation does a 90° rotation back to center in the middle of it. I saw that and thought nothing of it because it was EA's animation and they should know what they are doing. Also this rotation is not there when the original animation plays ingame. So I applied my "fixes" at the end of this animation and put the final package in my mods folder. The override itself works fine. But this weird rotation is now ingame too and causes the sim to end at a wrong place. I don't know what to about it anymore. I don't know if this is a problem with the animation itself or with the exporting option via s4studio. But I already tried different blender versions for export which did not help. Also I have no idea how I may fix this in blender by myself...
Did anyone already had this problem and maybe knows a solution? I would be really thankful for any help!
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Post by MizoreYukii on Nov 27, 2020 11:18:00 GMT -5
How did you override it? Did you do Animation > Override?
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Post by diemilchschnitte on Nov 28, 2020 3:15:01 GMT -5
Hi MizoreYukii! Thanks so much for your answer I came up with some ideas but none of them worked for me so far: 1) I created an override package via Animation > Override > Search required animation > save as. But when I do it that way when exporting the animation and opening the blend file in blender, there will be only the rig in its default position and no animation at all. 2) Then I tried it like Animation > Clip Pack > create and save new package > Clip tab > switch from 'Blank Clip' to 'EA Clip' > Export > Search required animation > save blend file. With this method I get the actual animation into blender but the rotation happens. 3) After that I tried to put a package together via Game File Cruiser. I looked there for the Clip and Clip Header and added them to my new empty package. After that I saved and closed the package and opened it again to export the animation like at point 2. I also get the desired animation but it will also have the rotation. I start to believe that it really is animated like that by EA but I cannot guess how they get the animation not doing the rotation ingame... P.S. I really like all your mods! I feel honored that you trying to help me
*Edit: I am going through the related XMLs right now. Maybe I am missing something there...
*UPDATE: Okay I contend now that EA really animated it like this so the position is centred at the end because of other animations like dining etc. could play correctly ('SlotAssignments'). That would make sense in some way or the other. But how is it that the game itself does not recognize the position switching in vanilla? Sorry I'm getting really confused right now :(
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Post by MizoreYukii on Nov 28, 2020 10:40:42 GMT -5
Hmmm, well if you overrided it properly (Game File Cruiser) then it should work when importing the new animation. When EA does stuff like that, it's usually controlled by the clip events. If you go back to the warehouse and click on the clip and look for Events, then click "Edit Items" across from it, you will see a list of different stuff. My guess is EA is doing a snap event for the rotation, but I'm not sure. How did you edit the animation? Did you alter the length of time by any chance, or the position? You may need to edit whichever event is controlling it.
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Post by diemilchschnitte on Nov 28, 2020 14:02:38 GMT -5
Wow that really did the trick .. I am speechless and really thankful :D I checked Warehouse tab for the tick count and duration but I never checked the events because I did not touch them and created new packages where there shouldn't be any old data. But there where two unrelated events ('castraitartslover' sound or something and 'suppressedlipsync') instead of the required ones. I don't know how they ended there but now I put the right ones and it really works!! I still have to polish my adjustments but that shouldn't be a problem now. Thank you so so much for your help!!
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