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Post by Simalary on Apr 7, 2016 11:22:58 GMT -5
Hi,
I apologize if this is in the wrong place, but I was messing around with animations/poses and attempted to recreate something. I got about the first 10 seconds done, and I'm pretty happy with the rough of it. I went in game to test it with Andrew's Pose Player (amazing thing by the way), and saw everything works fine, except the jaw movement. It appears fine in Blender, but in in-game. Is this something I messed up or something that isn't supported yet?
Thanks in advance!
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Post by orangemittens on Apr 7, 2016 11:34:48 GMT -5
Hi Simalary, which version of Studio are you using and what are the steps you're using to create your pose/animation? Jaw movement is supported so if you're using the jaw and it isn't moving in the game something has gone wrong somewhere.
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Post by Simalary on Apr 9, 2016 8:16:43 GMT -5
Hi orangemittens sorry of the late reply. I am using 2.7.0.1 (Jackpot) right now. For moving the jaw, I tried rotating it and moving it up and down with no avail, unless the jaw bone acts differently?
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Post by orangemittens on Apr 9, 2016 9:01:18 GMT -5
Hi Simalary, are you using Studio's blank .clip as the base for your .clip or are you working with an EA .clip?
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Post by Simalary on Apr 9, 2016 12:49:32 GMT -5
I exported an EA clip, because I wanted to build off the first few frames.
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Post by orangemittens on Apr 9, 2016 14:38:17 GMT -5
Many of the EA clips will need to be edited in the Warehouse to enable the jaw joint. If the original .clip you chose did not use the jaw EA does not have it set up to function by default. The default empty .clip that Studio exports is set up to enable the jaw joint. If you still want to start with an original EA .clip you should take a look at the set up the default has and edit yours so that it matches. If you give that a try and run into questions let me know...I can knock out a brief mini-tutorial showing what to do.
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Post by Simalary on Apr 9, 2016 17:46:37 GMT -5
Thanks orangemittens. I edited the Events/LipSync data and it seems to allow the jaw to move, except the jaw doesn't move like it does in blender. It seems to loop a smile and a straight face.
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Post by orangemittens on Apr 9, 2016 18:35:41 GMT -5
You also need to edit the IK Targets section so that it matches the default empty .clip Studio exports. It will need to be an exact match to function properly. If it's still looping funny after that please post your .package and your .clip .blend.
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Post by fufu508 on Apr 19, 2016 19:56:44 GMT -5
One way to get the desired suppress lip sync attributes is to copy your frames from the dope sheet view of your file to the clipboard, then in the same Blender session open a copy of the blank clip exported from sim 4 studio and paste in your frame set.
oops sorry what I wrote above is incorrect. Please see orangemittens's post.
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amenybf
New Member
hi , how to enable the jaw bone in s4s 's warehouse ? or any other solution?
Posts: 5
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Post by amenybf on Jul 15, 2020 12:55:13 GMT -5
hi , i have the same problem as @simalary how to fix it please ?,if any one have a tutoriel or something to fix it please share it with us i wana learn how to enable the jaw for my custom animation please !
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amenybf
New Member
hi , how to enable the jaw bone in s4s 's warehouse ? or any other solution?
Posts: 5
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Post by amenybf on Jul 16, 2020 3:04:18 GMT -5
orangemitten why i cant have access to your post about a mini-tutorial showing what to do !
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